> I was thinking for worst case, perhaps a sore loser after getting
> killed in the game decides to generate traffic with the intention
> of creating issues
That guy will generate traffic that looks like gaming traffic ...
> By priority queuing game traffic
... you will most likely have to police your PQ, therefor creating
an artificial bottleneck making the DoS even easier.
You would have to rate-limit gaming-traffic on each access-port,
but this is getting so complex, you would probably keep tuning
your QoS policies 12 hours into the event (can you really predict
game traffic *before the event takes place* and guarantee smooth
gaming in all conditions? I don't think so).
I would invest more time into a good netflow configuration
(and a baseball bat for the field engineer).
When talking about DoS, its very easy to makes things worse with
QoS and firewalls, thats what all I'm saying.
Regards,
Lukas
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