Hm, yea but they still (should) use hitboxes for that, I still see no reason to load every point/vertex of a model (on the server), more geometry then that is not needed (and hitboxes can be complex as well). Even for a destroyed ship or part of, a hit box should suffice to tell the clients its state so it can render it.
Like you say t
hat means some level of geometry, so not the entire model. I mean, an oil barrel with 6 points for 'top circle' would be just as fine as 6000 points, and the cargo bay doesn't need every point either, just enough to get the rough shape. If they do load in the entire model that's just weird and a waste of resources as the server has a lot more surfaces to consider while the result won't differ that much. I mean, isn't that what programmers do, get rid of data you have no need for and don't load what is just wasted. (Also doubt the server kicks the barrel to see how it rolls in a virtual environment, it's 'just math'

)
At least not with CPU/GPU power for the foreseeable future. If they do and just found a way to add 3 to 4 times of players per server, performance is going to tank as soon as they implement physicalized inventory and all (well, it will tank regardless esp. if every bit of equipment is going to be part of that)
Then again, we are talking, apparently, about a developer that does not unload data that is no longer needed for some reason.
Will be interesting to see the amount of data being send to clients <> servers and also server instance 1 <> server instance 2 <> server instance 3 etc...
(I also remember the WoW elevator boss rather well.. )
Thanks for the links and reply, a lot better then some other posters.