First I would like to apologize to both uber for nearly breaking the game, as well as the community for taking away the ability to create large games (as uber said they would create a hot-fix for this issue), after I attempted to form a hundred player game. If they're any repercussions for this from uber or the community you can direct it at me. I did want to stress test uber's servers to their limits by creating an unreasonably large game, and to some extent we did what we wanted to (by getting about 67 people at one point and crashing the lobby), and seeing what the limits of the PA engine are. And though I did want to mention the 100 slot event, I made this thread for the purpose of discussing large games in PA and the network codes potential for giant matches. It seems to me that this game already has the capacity for playing these large matches and wanted feedback from both the community and devs on what has worked in these games, what doesn't work, why it doesn't work, and what can be done to make these games more reasonable/playable. From the large matches that i have played so far, the game runs remarkably well (to a point). The average large game (20-45 players), played on single planet, ran with little to no lag compared to the average game. This could also be that actual asset/unit numbers didn't actually increase from normal game matches, or at least that much, but it also didn't seem to effect the servers ability to relay that information to those people. We even got a few games past 50 going smoothly. Now granted based on what the dev said other games on the same server had performance hit at the cost of these games. But the large games themselves ran extraordinarily well given the circumstances. And as far as more players/commanders, the game mechanics still held up, even becoming more fun and frantic. This wasn't replicated in 100 player attempt as even the lobby was shudder and hit by massive lag after 60 or so players. Simple things like players join on mass (at one point 20 people joining), killed the server. The other major issue seemed to be the constant spam of chat seemed to kill the performance. Even to a point that a army of 1000 units in a game had better performance than a constantly changing chat window. So there is a limit to what PAs code can do. But for what they promised us (40 man games) it is more than playable. And I would argue with more performance enhancements and better servers, 75-100 players games are indeed possible. The game is very scalable indeed. But I do find some issues to do with these large matches. These are my thoughts in no particular order; Lobbies cannot support these games, and not just from a technical perspective. The game hangs on the fact that players need to join them, and there is no good support for keeping them there. No auto ready or letting the host player force other players to be ready to start the game, allowing host players to manually move other players around the teams. And among the performance of chat, the text window needs some customization such as size of the panel. Being able to easily communicate to the other players Teams are also an issue as the limited number of colors restricts the ability of team type games. 10 player teams can be fun, but unless they have direct communication between members, strategies quickly break down. I rather had two dozen smaller teams than three or four ten man teams that can't communicate well. These can be solved esily with a larger to color pallet, a revised icon system for enemy units, or my favorite, a army painter similar to the dawn of war series. All can be usefull for this, but as long as we can support half as many teams as max payers (two players per team) I'll be fine. This will also help with larger FFA matches as well as Alliance matches. On a separate note that can be solved by the player being their chosen color, their allies are blue, and the enemy is red (or something). And I do have some questions for Uber; When we played those large games (other than the 100) how was the performance hit on other games in that server. When we played games around 30-40? When you say that our larger games crippled the performance of the other games on the server, yet ours is fine? How many games are running on a server? Is there a game priority established in the server that made our games run well? What are your plans to increase player count in games? Will you allow 15-20 person games in the meanwhile? What were you guys at uber (or the community) thinking when we started up these games? Thanks for your time to read this and feel free to post an criticisms , comments, questions or additional ideas in the thread. This is to start a discussion about the larger games. Edit: Sorry about the poll, it posted while I was still writing it. Any way I can add options? I need; Noticeable performance hit, bad performance hit, and unplayable.