Bankai. The fact that two people share their ping to each other means nothing in relevance to #1. In #1, it's clearly stated as a vote. It won't be effective in 1v1 duels, but then again, in 1v1 duels, the "you see the bean, but you must be the bean" rule doesn't apply, because lag is perfectly symmetrical and a disadvantage on both ends. If a forcelagger joins a Blitz room with #1, then everyone will get 1 vote from the forcelagger, and the force lagger will get 7 votes. There are 8 people, so the forcelagger would get the only 50%+. This also applies if the forcelagger has his team's clients modded to prevent this packet from being sent or if packet sniffing is done to do so, because the forcelagger will get 4 votes, and everyone on the enemy team will get 1, which gives the Flagger 50% as well. However this is a rare case, as more often than not, the Flagger Team will have the same client, which would give everyone 4 votes from their opponent team, which would decay the game in an instant, which would only be effective for the Flagger team in that there would be no tricks in the game at all, and that hits are all clientside. This would be a worse-case scenario as in that case, they all already have hack clients, which means they're more than likely to be able to use this to deal rapid damage to the enemy team, but this can be detected easily by rate of damage faster than any weapon's RS or machine-gunning allows for. Any coder would know how to do this, just make it so that every time the ping refreshes on a client, have each client send to the server the ping in a packet containing an identifier short/byte and an int/short for the ping. It'd be worth sending the update to the AGunZ Clients.