Beast you make good points.&nbsp; In order for IDL to allow multiple servers we would most likely just stick with log upload.&nbsp; This wouldn&#039;t be any extra work for admins, in fact, it would probably be less work for me as I wouldn&#039;t have to cut the games out of the server logs, some other admin would do it (you for example ;) ).<br /><br />Also some of the time, it&#039;s not as easy as just cutting the logs out.&nbsp; The 1st DMRvsSUC game where TT had a seizure and we replayed from... 5 minutes?&nbsp; Both Nostar &amp; Chaindude were holding flags, but of course when we restarted they weren&#039;t.&nbsp; Also we did multiple restarts because the network congestion (or whatever the fuck it was) wasn&#039;t over yet.&nbsp; I had to manually edit the logs so that the log parser on IDL.org wouldn&#039;t crash on inconsistent states (every flag touch has to end in either a flag loss, score, or a round ending), and throw out the stats from the 1st restart.&nbsp; There&#039;s no &quot;rules&quot; for doing stuff like this because it would be horribly tedious to figure out - call it executive privilege ;D&nbsp; Honestly I don&#039;t feel totally comfortable with it, but I didn&#039;t know what else I could do and I still don&#039;t.<br /><br />Anyway, the limitation of this is that it rules out using time-based stats.&nbsp; And sure, I could modify ZDStack to do something about this - currently you could just configure it to use SQLite as the database and just send me the SQLite file.&nbsp; I&#039;d have to write a program to pull stats from the file to the main IDL.org DB, but I could do it (actually I&#039;d probably upload the file to a web interface that displayed the rounds, so I could select the ones I wanted to import into the main DB).&nbsp; The issue is that it&#039;s more work and we&#039;re not even sure we&#039;ll have the current system in place in time.&nbsp; Also it requires that admins run ZDStack, which I think only Unfy and TT do right now.<br /><br />It also doesn&#039;t solve the server dispute issue, or the &quot;convenient server-is-down&quot; issue.&nbsp; I myself don&#039;t really have any good ideas for dealing with these problems.&nbsp; I guess to avoid the down server problem we could just allow game postponing, but scheduling is already enough of a clusterfuck - I can&#039;t imagine choosing to make it worse.<br /><br />I should say that I have a newfound sympathy for players with +30 pings.&nbsp; I had to change ISPs recently&nbsp; ::) and I&#039;m usually 50-80 now, and it&#039;s a whole different game shot-wise.&nbsp; I actually don&#039;t think it&#039;s worse, it&#039;s just different - more like Skulltag really.&nbsp; But I definitely have to try harder.&nbsp; I think the benefits of multiple servers<br /><br />[list]<br />[li]More servers is generally more robust, even if it requires rule changes[/li]<br />[li]Servers can be located to be more fair, especially to non-midwest players[/li]<br />[li]Interesting things can be done rule-wise (not that we would) like trading server choice or something[/li]<br />[/list]<br /><br />are hard to ignore and we shouldn&#039;t just gloss over them.&nbsp; But there&#039;s significant challenges too - as Bones points out.