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Last night I had a wft moment playing PvT. I was protoss.
We were practically dead even on our economy/tech/unit production. The graph at the end of the game I think had me ahead at certain times but it was essentially a dead heat.
I sent an observer down to his base, look around, no army. Hm, where are they. I had a probe at a mid-map lookout thingy that gives extra vision so I saw them coming to my base. Oh, okay, no problem.
I had mostly zealots and stalkers and he had mostly marines and some marauders and one ghost
I didn't even see what happened at first, the battle was over so quickly.
One EMP and game over. :( Brutal.
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I can describe the situation with about 99% confidence. I don't how the Starcraft 2 engine works specifically but I do know how RTS engines of it's variety work.
The short version: All clients run the *exact* same game. They are completely and 100% totally the same. There is no "client-side prediction" as you see it a first person shooter. You don't see a laggy player have units "skip" around the world. If a player quit the game and rejoined they would have to re-execute the *entire* game up until that point to guarantee they are in the exact same state. An 8-player game with over a thousand units and over an hour long would take quite sometime to process even if you disabled rendering.
If anyone cares I can give a longer more detailed explanation and hypothesize why HoN can do it but Stacraft 2 doesn't. I'm not very familiar with HoN however so it's be fairly speculative.
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