I think the best solution is probably to send the messages less often.  IE, you
don't need to regenerate 1 armour unit (or whatever) per second, you could just
do 10 armour units per 10 seconds.  That would reduce the net traffic due to
the armour message by a factor of 10.  Or you could just predict the armour
regeneration on the client side, and eliminate the messaging entirely (except
for when the player gets damaged or gets a powerup or something that affects
his armour).

--- _Phantom_ <[EMAIL PROTECTED]> wrote:
> Ah, yes, ta Leon and Botman.. I think I've worked it out... the armor
> regenerates for the whole game, so it's probably those armor messages that
> are causing the problem (100 -> 6000 takes a while) as that was the only
> major change since the last test.
> 
> So, I now need a new way around it...
> 
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