We are trying to develop a rts/fps that is will be mostly multiplayer. The players play on instanced maps without any interaction with other battles or players that hadn’t joined before battle start. In the aims of keeping our side costs down, we’d only have some servers to support game matching services and after a battle has started, the players break off from us and just maintain connections with each other (and then reconnect to the server and submit results or similar).
The following question is based on that the above plan is acceptable and not incredibly naive or prone to breaking (if it is, please let me know):
Would it be better to have a peer-to-peer network set up where each player (probably a total of 5-8) are connected with each other and when one sends info, it gets sent to everyone from that comp, or should I have one player become a pseudo-server for the rest to connect to and have all the network events go through that?