Yea the idea I had for the space-to-ground thing was to have a twin sever, so you'd have the same logical sever (i.e people see "Joe's Awesome server") but physically it would be 2 different servers (one master, one slave).
People would play in space on one server, then when they want to land they would switch to the twin server. There would be some network communication between the two servers but if they are hosted on the same network they will be on a LAN so it's not a problem, even if it takes some bandwidth.
The idea gameplay-wise was to have some scenario in space (such as a blockade on a planet trying to be broken through, while ground special forces are trying to disable planetary defense) affect the ground scenario and vice versa.
You could have a multiple amount of triggers in each map that would only work if the server was twinned up, such as destroying something on the ground affects forces in space, or destroying something in space affects the ground.
For example, you could destroy a troop carrier capital ship in space, which would slow down respawn rate on the ground.
Or you could destroy ground communications jams, which would bring in more captial AI ships for the space guys...
Ideally the two would be flexible enough so you could also have the same scenarios being played as space-only or ground-only on servers that aren't twinned up. In this case the triggers would have a default value or state and would not be modified during gameplay.
I do have good experience with network code, I have written a whole FTP Server/Client suite in Java as a final end of year school project for one class, that included writing my own network wrapper classes and so forth.
I wrote something similar to WebMin in PHP for another class to administer a Linux server fully remotely.
I AM more partial to Java to be quite honest, the main reason being its cross-platform compatibility with very very little work, as well as automatic garbage collector (less worrying about memory leaks.) Maybe we can talk a bit more on MSN or something similar. I don't know how realistic it would be to import the terrain/model files Panda uses in Java though, I would probably have to rewrite or port a lot of stuff, but there might already be things done out there, who knows...
Anyways, if you're going to develop a multiplayer game, you need to work on client and server at the same time from the start. The Panda engine is a done deal already, so we need to add multiplayer capabilities to it and create a server to handle it.
So where do I sign up?
