To solve the issue of too many in one system for the server

The issue is destiny can’t be scaled. Also the locks from DB have an exponential delay (synchronization CPU usage is in square of access rate) but maybe that’s an addressed issue.

HW changes can make the server handle more activity, but since the activity is more than linear with the amount of players (exponential but for high number?) then the only solution is to make HW upgrades and program changes in order for Eve to be handled on a SINGLE server.

When the Eve physics engine can handle the whole number of connected users( 30k ?), then the game can allow people to make as big of a fight as they want. However this requires a lot of changes, including possibly a second level of time dilation to reduce the ticks of the server to 1/10th, and/or the disable of AOE effects(in a non deterministic way, so as to not allow this to be abused), and/or the simplification of some mechanisms to reduce the server load.

hypervisor assumes virtual machine, which is bad for CPU intensive calls and especially on hardwares specifically made for high performances.

You have to prove there is an issue. The only issue I can see is that the current state allows people to prevent a fight by amassing enough defenders, therefore making structures perfectly safe if the defender can prepare before the attacker comes in. It’s something that’s mandatory as long as the servers can’t handle the full number of connected players in one single grid.

“should”. nope. There is no reason to arbitrary remove the strength of a side at an arbitrary limit.