a very important concept in all of this complicated networking architecture is which computer has authority over the true state of an entity in the game's world. is the session being hosted by one of the four party members? or is it being hosted on our game servers hundreds of miles away?
picking server or client authority is an idea i've had in my head for a while. the pros and cons are only obvious to me because i tried answering this question in the past. i think Satellite will operate on a server authority for its MMO locations, like the central hub, but will focus on a client authority in the 4 player sessions. client authority will hopefully make the game feel snappier for the individual players, but will require deeper validation technics to be programmed by us to be sure that players aren't taking advantage of that. client authority can be abused to cheat.
it's great how quickly the documentation puts words to all of the thoughts i haven't been able to define before now. seeing that coherence has already accounted for entity that get orphaned from having any authority, handling transferring authority, handling simulation time frames, and so on are issues i'm pretty excited to tackle.