The Time Bubble idea is interesting, but it then also raises the question of what happens when the server side time catches up to the various "bubbles"? Say for instance... there was an expedition to the Moon, and the ships have returned, and docked at ISS, in its own bubble. Say... 2 minutes before the master server catches up with the bubble time, I'm approaching a docking port that is occupied by a ship in the bubble. What would happen when the times sync up then? Unless the server starts to send warnings explaining that ships will start appearing, I'd be under the impression that the docking port is empty, until the ship appears that is.
The idea here is to record vessel positions. "History trails", so to say...
You would see the "ghost" of the vessel occupying the dock. Of course interaction with such ghosts is limited.
The time-bubble approach comes with a whole different problem regarding economics: what would you do with the diverging economic stats on syncing bubbles?
My favorite example:
- 2009, earth is out of "metal"-ore to build ships.
- 2009, both A and B start mission to mine ore.
- A flies to moon, mines ore, flies back to earth and delivers ore in 2010.
- B flies to mars, mines ore, flies back to earth and delivers ore in 2011.
- Both A and B use time-acceleration, so they are within different bubbles. It happens so, that B is actually faster in realtime than A.
- Since B is faster, he can't know about A's change in the simulated past about the economics (earth is not in need of ore anymore, prices are down again, etc), instead he still decides based on the earth demand and price, but in the simulated future of A.
I see the time-bubble approach as viable solution if it only comes to flying around, but it is a whole different beast content-wise.
regards,
Face
BTW: Nice write-up Kaito!