However, I don't know how big of an issue this is. If those interested in squadrons really want no restrictions, then that is what you'll get. But keep in mind that there will be problems caused by this. I may have to kick players from squadrons matches if there latency is too high, or make matches with too much latency 'unofficial' and not affect the ladder.
--wj
Sometimes, the lag is a short lived thing. No Big Deal. But Longshot is right, the Squads, or Wings are from all over. Something to take into consideration. Maybe when selecting a server, that the squad/wing is advised that lag will affect the following players:Player 4 and 8. Then let the squad decide what to do.
isn't possible let open to all and put a control that not permit match if the ping or latency or what better called is too high for a good play ?
In principle I would like to see the servers kicking off high-latency players, or avoiding matchmaking that would result in this. However, there is still the transition to UDP connections which will alleviate a lot of latency issues, so it may be too soon to ask for a hardline stance on latency requirements.
For the time being, as stated by others, it may be best to show your ping in as many places as possible. Any group of players set up outside of the game's matchmaking should not be interfered with automatically - if a high-latency player wants to be there and no one has a problem with it in their group, why not let them? Perhaps a stat like Squad Average Ping or Wing Average Ping could be used to boot the wing/squad collectively when their average ping becomes excessive (approaching 1 second or more).
Battlegroups (randomly assigned groups) ought to have restrictions on latency if for no other reason than for the benefit of newer players. I agree there. But community-created groups are best left to police themselves (or with larger thresholds), they just need the stats and the tools to do so.
I suggest setting a hard maximum number for latency, as well as for packet loss, beyond which the player will automatically be removed from the match and notified via their client that their connectivity is inadequate for smooth gameplay. Let this number be pretty high, allowing those players who will tolerate a little bit of jumping to continue playing uninterrupted, but something that will remove players who have intermittent connectivity, super bad wifi, dial-up connections, etc. who will ony be able to negatively impact the play for others.
I know it is generally bad to referance other games for ideas (as it tends to make one a sort of copy) but I think this is general enough to where it won't matter...
In a game called "Airmech" ,in it's open beta now, shows net ping levels of the players, if it goes to around 300 (I think) a red button appears that says "LAG" and if you click it, it starts a vote, a nutral
vote for the one being voted on, and the majoirity rules....
I think a system like this would be good on the scoreboard (the "TAB" button scoreboard) as there can be around 20 or 30 players (haven't counted yet... lol) I'm not sure what the implications would be for perfomace on such a system with so many players... but that is my idea for now.
well i think would be good something like that , naturally every add in , that was not ment previusly have harder insert i guess , so , i just hope is something not hard to add well.