Quote Originally Posted by pandabearcat View Post
If we have more data on how the delays actually function (esp jump delays - those were set to be very long iirc, from 2.5 days) then we can make the sim more accurate.
Problem is delays are very ping/latency dependant, someone who averages 150-200ms (me) will experience something significantly different from someone running 50-100ms.

Best to get someone with as low as ping as possible to get the base ability wind up/wind down and possibly implement some kind of latency variable (is this something we care about? - or we are just after pure theory).