Don't know if this has been discussed; if so, forgive the repost. If it hasn't, maybe it's a way of looking at a possible organization of a 'mass' arena with 5k+ people in it without causing unplayable latency issues.
Many of the larger online games currently popular have used 'zones' or 'chunks' each controlled by seperate server clusters in order to give players the feeling they're in one huge world. The world's population seems large at first glance; several thousand...while in reality it's several smaller 'zones' (arenas?) which allows players to transition between them upon reaching a certain physical point on the map.
I know this would cause abuse with people camping zone lines or running for them in order to zone to another safer area; perhaps we could implement the same sort of delay and consequences now seen when a player disconnects. Maybe keep the zone/cluster lines in relatively uncontested areas of the map to minimize people running for them. As you zone have the server place the aircraft in level flight on autopilot for the transition.
I wonder if this would work? Segregate 4 or 8 contigent zones into a cluster, and have each of these served and operated by dedicated hardware. When looking at the arena population and the roster, it would be shown with everyone in it and possibly what cluster. Would allow for a huge amount of combatants within one arena, and keep friends and squads flying together.
Thoughts, comments? Dead horse meets stick once again?