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The amount of maximum warp is limited to the lowest warp factor available to all players (so if a player is landing, the max factor is lower than if all player ships/evas were in interplanetary space or in an observer mode). Communication between all players would be essential to avoid collision or physics catastrophes. "The Multiplayer Project?" Relative Synch "Solutions to warping problems *IF* multiplayer gets added" (inaccessible) "Battening down the hatches" would be a regular occurrence in such games, but EVAs would certainly be a lot more fun! This seems the most logically doable of all ideas. Time warp only is allowed relative to the player initiating it, or whenever a player's ship or EVA is within a certain distance max time warp availability slows down for both players using it in increments until time is x1 in close quarters, or whenever a player logs off the server advances the shared game state to the most advanced time stamp relative to the most chronologically advanced player. Least realistic of all options since it introduces warping of planets and/or other objects that require sometimes illogical reconciliation, paradox-inducing abnormalities, or unforeseen physics consequences unless players share the same time frame yet this idea has brought forth the most successful implementation of multiplayer to date.
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"Not your average multiplayer discussion" (inaccessible)