This was something I found on the Wolfire blog, and I thought it might bear discussing in regard to Glest.
http://blog.wolfire.com/2011/03/GDC-Session-Summary-Halo-networkingHow do/will/should MG and GAE address the issues of scalability, reliability, security, and speed in multiplayer?
Scalability -- Ideally, a 16-player game should be playable by people who don't live in Japan and South Korea. Why is it that large games take so much more network resources, and what can be done about that?
Reliability -- How can we keep data consistent across all clients?
Security -- I don't think cheating is much of a problem here, but might it become one eventually? How might we address that?
Speed -- This is not only the actual speed of the connection, but also the
perception of lag. Especially pay attention to the part about the gunfire. They make it
feel responsive, even if there is lag, and there are checks in place to make sure that lag has a minimal effect on fairness. How do we ensure the same?
This is just some food for thought. I certainly don't have any answers.