I do actually know a bit about how networking works. I won't need a dedicated server. Unity Tech provides a "Master Server" for matching games, and then one person becomes the host, and the others become clients, ditching a server completely.
Ech, that sounds even worse. Its unloading all the server logic onto a game client that still has to update its own game, which would probably cause enough slowdown to near-break it at anything above a handfull of players.
nah
its the best way, keeps it simple
and the more believable
however a relay server that handles unique IDs and such is what i would be doing
id still let a hosting client do some dirty work, but i think having a relay server helps alot
and it also helps when youre going to create anti cheating mechanisms
anyways, this is just me... and if the circumstances were different, ie. i was going all out
of course i would be making a stdalone server with SSH console
(then again ive written many consoles with and without secure sockets.. its no big deal for me)
its overkill.. only network freaks like me do it for fun..