AR-006 — Players per match (LOCKED)

LOCKEDv1 · 2026-08-01

AR-006 — Players per match (LOCKED)

Promoted from Action Required card AR-006. This is the decision of record.

This decision affects everything. Not just networking. It determines: * Server cost * Map size * Loot density * Asset count * Performance * Match duration * Player engagement So it needs to be documented properly. --- # AR-006 — Players Per Match (LOCKED) Status: APPROVED Priority: CRITICAL --- # Match Philosophy Astra is designed around fast, high-quality combat, not large player counts. The objective is to maximize: * Player interaction * Action frequency * Tactical decision-making * Mobile performance Rather than simply increasing the number of players. --- # Launch Modes Two game modes will be available at launch. ## Solo 24 Players One player per team. Last player alive wins. --- ## Duo 24 Players 12 Teams Last surviving team wins. Revive enabled. --- No Squad mode at launch. --- # Why 24 Players? Many battle royale games use: | Game | Players | | ----------- | ------: | | PUBG Mobile | 100 | | Free Fire | 50 | | Apex Mobile | 60 | Astra intentionally launches with 24 players. Reasons: ### Faster Matchmaking Less waiting. Players enter games almost immediately. --- ### Better Performance Fewer replicated actors. Less network traffic. Lower CPU usage. Lower memory usage. Better battery life. Supports low-end Android devices. --- ### Better Combat Density With a 1 km × 1 km map: 24 players create regular encounters. Players spend less time running and more time fighting. --- ### Lower Hosting Cost Smaller matches reduce: * Server CPU * RAM * Bandwidth Allowing more concurrent servers on the same infrastructure. --- ### Easier Balancing With only 24 players: * Loot is easier to balance. * Safe zones are more predictable. * Hero abilities are easier to tune. * Networking is simpler. --- # Map Relationship Player count and map size are permanently linked. | Variable | Value | | ------------ | ----------: | | Map Size | 1 km × 1 km | | Players | 24 | | Match Length | ~10 minutes | Changing one of these values requires rebalancing the others. --- # Match Flow Target engagement timeline: | Time | Expected State | | -------- | -------------------- | | 0–2 min | Landing and looting | | 2–5 min | Multiple engagements | | 5–8 min | Mid-game rotations | | 8–10 min | Final circles | At no point should players spend long periods without meaningful interaction. --- # Spawn Distribution Players are distributed across the map to encourage strategic landing choices. Landing distribution should ensure: * High-risk zones attract multiple players. * Peripheral zones remain viable for safer starts. * No area becomes overcrowded or empty. Spawn aircraft path is randomized each match. --- # Server Capacity Each dedicated server hosts: One match Maximum: 24 connected players. Spectators are not counted toward the active player limit. --- # Network Design Impact All networking assumptions are based on: Maximum replicated players: 24 Maximum replicated barriers: 24 Maximum active projectiles: Designed around 24-player peak combat. No networking system should assume higher player counts without architectural review. --- # Future Expansion The architecture should support future experimentation. Possible limited-time modes: * 12 Players * 16 Players * 32 Players These are experimental playlists only. The core game remains balanced around 24 players. --- # Ranked Play Future ranked mode also uses: 24 Players No separate balancing. Maintains competitive consistency. --- # Hard Rules The following principles govern player count: * Match quality is more important than player quantity. * Lower matchmaking time is preferred over larger lobbies. * Every match should contain frequent combat opportunities. * Performance targets must never be sacrificed to increase player count. * The map is designed specifically for 24-player gameplay. --- # Technical Justification Astra targets a different experience than traditional battle royale games. Instead of: * 100-player survival * Long periods of looting * Large travel distances Astra emphasizes: * Fast engagement * Tactical rotations * Consistent action * Mobile optimization * High replay value A 24-player format enables this while significantly reducing server costs and development complexity. --- # 🔒 Final Decision The player count for Astra is permanently locked as: * Solo: 24 individual players * Duo: 24 players (12 teams) This decision is foundational and directly drives: * Map dimensions * Zone timing * Loot economy * Networking architecture * Server sizing * Asset density * Performance budgets * Match duration * Combat pacing Any future proposal to increase player count requires a full redesign of these interconnected systems and approval through the project's architecture review process.