Possible solution to rubberbanding...

Hey I was just wondering if it would be possible to help with rubberbanding by prioritising client side movement and just telling the server where the player is, and having the server determine speed hacks and such by calculating the distance the player has traveled by whether that distance would be possible in the amount of time between intervals. Only problem I can see is calculating the speed you can move at on slopes and such.

I would much rather have clientside rubberbanding than have people who are lagging teleporting all over the place, and being able to use hotkeys to restrict network traffic to the game to allow them to do it in fights.