@Acid Burn - This is coming about it the wrong way round for me. The solution isn't to add servers really (because no matter HOW fast, you're always going to get SOME latency/lag). The key thing is to make sure that your gameplay mechanics don't rely on twitch elements that latency would destroy. Look at how long the delays between button presses and some actions on FIFA, Madden etc - Some of that is to hide a bit of contingency. There's a certain amount of smoke and mirrors that are very commonly used in order to minimise it further (more commonly than you think: if you don't believe me then get 2 machines in the same room, play each other online, and see the differences between what's happening on both screens!), but where it just doesn't suit the game I'd rather leave it out rather than have an experience that seems "faulty".
At a bare minimum you should make the players aware of the likelihood of latency for any given match about to take place (maybe make it part of the pitch report!
) so that they have proper expectations.
I personally have always found the online experience of all cricket games (in fact, most sports games!) poor - The absolute immediacy of the controls mean that they are always likely to be disrupted with any amount of lag. I can't think of one that I've ended up playing a lot of (Rocket League is OK *most* of the time, but even though they cover it *quite* well there are still matches totally ruined by lag.