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Update game-replication.md
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public/blogs/game-replication.md

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@@ -164,21 +164,19 @@ The true power of GORCs emerges through dynamic subscription systems that automa
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**Proximity-Based Subscription** forms the foundation of most GORC implementations:
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```mermaid
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graph LR
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graph TB
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A[Player Position] --> B{Calculate Distance}
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B -->| < 10m | C[Subscribe: All Channels]
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B -->| 10-50m | D[Subscribe: Channels 0,1,2]
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B -->| 50-200m | E[Subscribe: Channels 0,1]
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B -->| > 200m | F[Subscribe: Channel 0 Only]
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B -->|< 10m| C[Subscribe: All Channels]
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B -->|10-50m| D[Subscribe: Channels 0,1,2]
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B -->|50-200m| E[Subscribe: Channels 0,1]
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B -->|"&gt; 200m"| F[Subscribe: Channel 0 Only]
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C --> G[Full Detail: 60Hz]
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D --> H[High Detail: 30Hz]
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E --> I[Medium Detail: 15Hz]
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F --> J[Basic Detail: 5Hz]
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```
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**Proximity-Based Subscription** forms the foundation of most GORC implementations. Players subscribe to different channels based on their distance to game objects. The closer a player is to an object, the more detailed the information they receive. This approach ensures that players only receive the information they need, reducing network traffic and improving performance.
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**Relationship-Based Subscription** adds another layer of intelligence, where social connections, team membership, or guild affiliation can override distance-based calculations. For example, team members might always receive Channel 1 updates regardless of distance, while enemy players beyond a certain range might be limited to Channel 0 only.
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**Interest-Based Subscription** considers the player's current activity and focus. A sniper using a scope might temporarily subscribe to higher detail channels for distant objects within their field of view, while a player in a vehicle might reduce subscriptions to objects they're rapidly passing.

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