A collision should work like getting shot. We put up with the various BS gunshots people get at times, so why not with collisions?
- If you collide with someone, your FE needs to see it for it to register.
- If someone shoots you, it doesn't matter if your FE sees the con 5k away flying backwards, you still get hit.
Both are acceptable solutions to the problems of net-lag, but it doesn't make any sense to me doing it two different ways. If we put up with deaths because of very laggy gunshots, why not with collisions?
Lets imagine for a moment what AH would be like if we reversed the two methods above.
- If you collide with someone on your FE, OR someone else collides with you on THIER FE, you both die.
- If someone shoots at you, and sees hits on thier FE, but on your FE he's only shooting past you(because of netlag of course) the hits don't register, since they never hit on your end.
An obviously ridiculous way of handling gunfire of course, but it illustrates the collision model we play with. If gunfire was handled the way collisions are, we'd never hear anything but whining. Collisions are handled in a way that would never be tolerated with something more important like gunfire.
Mutual collisions would introduce no more BS deaths than we already tolerate with gunfire. It would eliminate being able to "win" in a collision, and help deter people from Ho attacks, especially when they know thier connection will give them an edge.
Or maybe I just need a 28.8 dialup to play AH on.