yes i did mean peer 2 peer
while the system as it is works just fine, in the future adding new cities, lands would definatly add to the client size and with time (and new users) add to any servers workload.
the classic solution would be add another server.
(of course that would cost money)
not everyone owns a dual 3GHz machine with 2gigs of ram, so i understand that not everyone would want to scacrifice runtime/bandwidth for the better good.
(i don\'t really think EVERYONE MUST it would most likely be enough if one in 10 people or so helped pull)
however any donated bandwith or runtime helps
even if it just doing the battle math for the party you happen to be in, multiply that by a hunderd users or a thousand and eventualy you start seeing some impressive numbers.
i really do understand the \"selfish\" user..
you would be asking \"what do i get for it?\"
good question...
possible answer:
a game that even when several thousand or more
people are connected remains stable, because of the players.
as for lag, there are so many diffrent reasons for lag.
i really cant say. i suppose the only way to find out is to try it.
imagine a system whose stability and power increase with every user who logs on....
there are enough sucess stories out there to suggest this would work, the seti@home project computing phenominal mathwork over donated cpu time, and
peercast (believe it or not giles is programming again)
who can stream audio or video out to virtualy unlimited listeners from a single connection.
i think it\'s worth talking about.