No, this is the worst of the two cases: it allows predicting all outcomes at the start of the turn AND allows manipulating the outcome. So, in a territory control scheme like Team17, you can choose whether to pick up that crate now, or wait a turn or two until picking it up will result in a better outcome.
> But the server is not another player. It's not a player at all. It's the arbiter of truth.
No, that's not how peer-to-peer games work. In the current implementation, it is the "arbiter of truth" because it's the "server" in the TCP/IP sense, but it is still run and controlled by a player, and should not have any intrinsic advantage.
> At some point games will just accept this and allow the player with too slow of a connection to be disadvantaged.
Maybe games with a centralized networking model. We deliberately avoided doing anything in this direction for Worms Armageddon because it puts a death clock on the game and the community - see all games which are no longer playable because the developer/publisher decided that keeping the servers online was no longer profitable.
> To the extent that a server should tolerate slow connections, it is a handicap given by the game to players with slow connections.
In the hypothetical secure scheme I described above, ALL players are affected, not just the slowest one.