Nash wrote:Ed - you should consider marking saves made after desyncs as devalidated so that they can't be loaded ever again haha.
There is currently one case which would make that rather annoying, actually. If a player disconnects, there is the possibility the message times improperly and the game desyncs from that for all remaining players (an old vanilla bug, it's a core protocol issue that can't be casually fixed). At that point you'd want to be able to save and reload.

Plus there was one case during early DRLA where we had a desync caused by someone having an older version of the mod. Didn't trigger until 7 maps in and still being able to save and reload helped after we fixed the problem player. A specific scenario, but certainly and notable edge case.
In Master/Slave I'd like to be able to do something similar, being able to save the game if the server drops while still having all players intact (acting as a stand-in from P2P's instant arbitrator migration).