A client based solution is always an option, as long as the scars or particles have no gameplay impact, it could all be calculated, stored and displayed by the client only, no need for any server side overhead.
Would this lead to client-side hit detection?
Yes it could, but for the purpose of the local data it shouldnât have any impact, gameplay stuff is still going through the server and the local data has no effect on other clients.
You normally have client side and server side hit detection working concurrently. The client can do all the cosmetic impact, damage and sound effects whilst the server keeps record of any damage done.
You do not blow all, only harm.
Where did you find that video? Do you know what game that is from?
Now that would be FREAKING AWESOME gameplay! And the first game that is able to accomplish this will have something truly unique and not just anotherâŚ
⌠boring space sim. Fortunately I-Novae stands apart with its high fidelity, planet landings and high player count (knock wood) but donât underestimate unique interesting game play - and never sir, underestimate the mighty asteroid!
Zen, you are falling into the rhetorical trap of Star Citizen. You use words like âTruly Uniqueâ and âHigh Fidelity.â That language and those ideas dragged CIG into development hell from which it will never recover. You must resist the allure of fidelity, this is a game, it is not high fidelity and I-Novae doesnât a fraction of the assets required to even begin thinking about high fidelity.
As to the rest of your comment, Infinity will already be a unique because of the scale; it will be the largest multiplayer single-arena combat game ever released. It doesnât need âAsteroid Destructionâ to be something very novel.
Now, for the practical question: if asteroid destruction is allowed, what does that imply for the weaponâs firepower? A weapon that can destroy a reasonable sized asteroid in a reasonable amount of time (10s of meters across) is a weapon which has the firepower of a tactical nuke. Do you want a game that has players flying around with tactical nukes? Or, will weapon firepower be extremely effective against asteroids and hilariously ineffective against everything else?
Realistically, anything short of a capital ship weapon will only scratch an asteroid. Going for asteroid destruction ruins âImmersionâ for small battles.
And, for the future, try to remove all thoughts of âImmersion,â âFidelity,â and âSomething truly uniqueâ from the game discussion vocabulary. That language is responsible for a $105 million disaster.
The client side solution would be a big win for sure. The only downside that I can think of is that anyone arriving to a battle would not see any existing scorch marks because the client wasnât there to witness the original shots. If scorch marks are kept down to a fairly short lifetime then the lack of marks will be less noticeable because people wonât be used to seeing them linger.
Still, it would be nice to arrive at a surface installation and see scorch marks from a recent battle.
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I agree with you.
I disagree. A game can have immersion, imperfect; but it can.
Jairtj I encourage you edit your post to have multiple replies within it, rather than replying 3 times in quick succession to the same person ;).
My only opinion was that asteroids could be useful for other gameplay mechanics, I only asked you to explain your idea more so that maybe we could have an indepth discussion on whether it has merit or not. Its hard to have a conversation with 1 line responses.
Ever Space
Ever Space is a Single Player game with no sign of anywhere near the scale of the Infinity. Infinity is a multiplayer game occurring over a realistically scaled solar system. Ever Space is a Rogue-like built in a graphics focused game engine. They are incomparable in technical scope.
It also has about twice the money as Infinity. (Even then, the focus on graphical quality is questionableâŚ)
I disagree. A game can have immersion, imperfect; but it can.
The problem is the recent game development history connected to âimmersion.â I agree that âimmersionâ exists, but that can come most cheaply through smart art and music design. Pushing âimmersionâ via VFX is a quick ride to game development disaster. When mentioning this idea, we ought to be very careful because of Star Citizen.
A strong graphical and musical design are far better for âimmersionâ than VFX, in my opinion.
Estimates calculated back in the early 90s suggest a burried tactical nuke may fragment an asteroid ~100m in diameter. Surface detonations of such weapons probably wonât do squat. Weâre probably looking at a strategic nuke on or implanted just below the surface in order to do significant damage (and this goes for any omni- or quasi-omnidirectional weapon strike. A highly directional surface impact with an energy of a kiloton or higher is going to be required to fracture an asteroid on the order of just 50 m across, so some custom built âasteroid busterâ weapons with an energy output on the order of a tactical nuke could do it).
Sorry. Sorry, Iâm new here.
How do I do that. Please.
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Ok, Thank you
Ok,Thank you.

⌠boring space sim. Fortunately I-Novae stands apart with its high fidelity, planet landings and high player count (knock wood) but donât underestimate unique interesting game play - and never sir, underestimate the mighty asteroid!