In Multiplayer mode ECS_public variables on the ECS_client are overidden by the ECS_server and/or dedicated ECS_server. Also when a player (client) hosts an internet game, the ECS_server is not necessarily the host of the game, this is determined internally by ECS, therefore ECS_local settings should remain unaffected, however the ECS_public settings are determined by whomever becomes the host.
On a dedicated ECS_server, the ECS_clients are also subject to the ECS_public settings on the server. The dedicated ECS_server mod is a seperate download and only useable on a dedicated server.
The ECS engine provides a robust framework for advanced gameplay; while in multiplayer mode ECS is able to act as an ECS_client or ECS_server. Featuring a unique communications engine, this allows ECS to synchronise and communicate mission parameters and to determine the best host for the ECS_server, as well as supporting connect in progress and server re-negotiation on the fly between ECS_clients (except on a dedicated ECS_server).