Your English is good, Neal. I like the idea, but would like to know more about the code mechanics, notably how much of the damage is handled server-side versus client side. If the server is tracking every single voxel in the game, then I shudder to think of the resources involved. I think grouping the ships is a good idea (and I voted as such). I do want to qualify my vote with the following information. My support of grouping is not to say that I would want to lose the elements of voxel-based ship design. I have a lot of fun thinking of defensive builds and being able to target specific systems! For example, placement of redundant thrusters and RCS can get you out of trouble if you stumble on a POI or unexpected PvP situation. If the server IS tracking each voxel, I think it would be best left to the client and just track a grouped mesh. That way damage can be assigned and processed more effectively by having a single collider pass information to the client machine, such as the location and angle of a strike, than figuring it out block by block on the server. (I apologize to the designers if I am speaking ignorantly on the topic). I would sacrifice seeing the ship mesh rendered for each hit if that would improve other aspects of the game experience (larger ships and bases, more players per planet, etc).