Also, for you plugin/Construct developers out there....how hard would it be to add Sprite indexing (i.e. Player[1].speed) to a plugin (I think it is mandatory for multiplayer, unless you can think of another way).
it would be easier and more flexible to make a 'For Each Player' looping condition that would allow you to autopick everything related to that player at each loop iteration, and an expression as well if you needed it like
networking.currentplayer (the loop index)
if for some reason you wanted to access players randomly outside of that loop for other purposes, you could just do something in your cap like
For Each Player
----PlayerSprite pv PlayerNumber= networking.currentplayer
then use that playernumber pv to help you pick it in unique circumstances that involve more than one player at a time.
I voted for the basic online thing I would use. I think it should be made as flexible as possible, that way you can find your own way of making dead reckoning, and you can try (in your cap)optimizing differently for a chess game or an action game, etc. Maybe even a few expressions in there to help you figure out when you're trying to push through too much information. As far as the online plugin davo was halfway done with, it did indeed sound almost finished last time I talked to arsonide, but it also sounded like he is insanely busy, and that it's kinda like a pet project on the side of his other 18 plugins he's working on, so plug away if you would. and also, don't hesitate to ask ashley for svn permissions, and see if you could just build off of davo's if you'd like to try that. Even without getting the svn permissions, though, you can still browse the code, and download it, and see if it's something you'd like to work off. you just couldn't commit your changes to be in the next official version.