Implemented Maximum Mass limit.

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    but seriously im starting a server.... if there is an upper limit I wouldnt mind not killing the machine that runs the server. but I have no idea what would be a good upper limit XD
     
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    Sachys

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    but seriously im starting a server.... if there is an upper limit I wouldnt mind not killing the machine that runs the server. but I have no idea what would be a good upper limit XD
    that would depend on your server and what it can handle really
     
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    Necromancy! Necromancy most foul!


    Seriously though. Most servers have no limit and that seems popular, but the side effects are also commonly complained about.

    At least one server did manage some popularity with a rather strict size limit before the new systems rolled out.
     
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    right, so at the moment a size limit would be bad due to the new systems and we dont know how big is big now. gotcha. thank you all for getting back to me so fast!
     
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    Implemented tag, nice! Anyone knows what happens if you try to exceed max mass?
     
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    Implemented tag, nice! Anyone knows what happens if you try to exceed max mass?
    Page 1 of the comments. Bench said there won't be a universal mass limit, but that since servers have the option to cap mass he felt that this feature was already implemented because the functionality was there for those who want it.
     

    Benevolent27

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    As the game changes, so too do the practical limitations of servers and clients.

    LvD was halving the mass limits each reset for a while. The next iteration would have been a 250k mass limit.

    ..But this reset, we lifted the mass limits (for now). We'll be re-evaluating what the limits should practically be, but when we set limits it's not willy nilly. We WANT as much freedom as possible, but we also have to maintain actual fun PvP on our server. So we do a lot of testing before we settle on values that are equitable to run on a variety of PC's.

    Typically the limits are not set because of server limits, but because of client limits. For example, one thing we noticed was that when a player ran a fleet of 5 ships at about 250k apiece (~1.2m), it would crash most people's clients as the ships moved in to attack and needed to all be loaded at once. Then the person being attacked by the fleet would get wrecked while they weren't able to pilot their own ships. This kept happening and was not fun for anybody, so we scaled the rules back a bit on fleets.

    But really, I think the ideal is natural boundaries for ship mass. That is, there are practical considerations and vulnerabilities that make building a super large ship not worth it. For example, if effectiveness drops off and smaller ships have the capability of doing damage to a ship that is too large to maneuver. I'm curious to see what the weapons 3.0 changes bring to this, particularly the missile/missile combo which bypasses shields could be a giant game changer.