Firstly, there's a damn sight of difference between commercial network code and shareware network code. You can't realistically expect that Nathan working all by his lonesome can match the programming department of Blizzard or Bungie.
Secondly, remember that in Ares you are also sending the movements of a commander's personal ship. These are simplified a bit into packets like 'turn right 4 seconds while firing' or something, but are still more complex and in far more constant usage than the unit commands given, which only require a burst of information for every click of the mouse, rather than every millisecond of holding down a key.
Lastly, it takes three to lag - the program, and two players. You might get a lagless game of 8 - player Starcraft, even with a wimpy 28.8, if the other seven players have some ungodly connection speed that's higher than I can count. Most Ares players use modems, and a latency of 2/5 of a second is standard for modem use, which is just long enough to be noticeable but not long enough to affect play. Multiply that by several players, however, and the game is screwed.
Not to mention that Grammaticus has already said he will not do this.
------------------
Replicant (url="http://"http://www.axis.n3.net")www.axis.n3.net(/url)
(This message has been edited by Replicant (edited 02-03-2000).)