Вот про читы кстати:
Cheating. In a client-server game, it's possible to give each client only the information it needs. In a P2P game, however, in order to run the entire simulation, every player must know the entire game-state at all times. This is why maphacks are possible in SCII - if the game were client-server, maphacks would be impossible. Also, players can lie about who won/lost a game (see "Stats Tracking" below). These facts are the reason many people are talking about making RTS games client-server in the future, as users' bandwidth goes up. All mainstream RTS's are still P2P, however.