Are you saying coop is to be left as P2P due to lockstep networking? Could they not be using a sort of virtual host box as the datacentre that just doesn't actually play in the game? Man do I want an article or ViDoc about the networking of multi and coop for MCC.
I'll be coop'ing with others from almost the same suburb/city, not that that helped in the old P2P days of H4 SPOPS, H3 or Reach or ODST. Input latency is the worst.
The way Halo 3, ODST, Reach, 4, and CEA's co-op works (and almost assurdedly Halo 2 A's) is that, to boil it down super simply: all that is networked are your button presses.
To use a metaphor, playing co-op is like everyone taking a hundreds to thousands of miles long controller cord and plugging into the host box.
As far as the simulation is concerned, everyone is playing with controllers plugged into your Xbox. Everything else is controlled by making the AI deterministic, meaning they'll always react the same way to the same set of inputs, so as long as you are kept in lock step (hence the name), you'll always get the same output, and there's no need to ever actually network the AI itself.
The upside to this is the AI can be smarter and react more quickly, and you can have theoretically infinite AI in the session, only limited by RAM and processing power. Doesn't matter if there's 3 AI or 3,000 AI, the network costs are the same - just buttons being passed around. This is why RTSes mostly use lockstep networking.
The downside, as you may know, is for the simulation to stay in lockstep, it needs to not allow any actions to occur until 100% of the boxes agree it happened. So you press JUMP on your box. This tells the host you want to jump. The host tells player 3 and 4 you also want to jump. Once they all know you want to jump, your box is told to press the jump button, and you jump in the same frame on all boxes at the same time. If there's someone with terrible latency in the session, it slows -everyone- down for button inputs. You can't add another box to this, because it's the equivalent of a player standing there and idling in firefight - they're adding another pointless hop for the networking packets.
In regular multiplayer, you may actually jump in completely different frames depend on which film you watch. Multiplayer doesn't wait for all boxes to agree, and a lot of stuff your box doesn't even wait for the -host- to agree you did it, it just does it and hopes the host simulation will line up (it usually does)
This is also why CEA is impressive / breaks a lot in co-op: Halo 1's AI was never made to be deterministic so there's probably a host of hacks (in the programmer sense) laid on top of the simulation to fake determinism. So the client may have worse lag in CEA than ODST because ODST was built for it and optimized to be networked, CEA wasn't at all and can end up in a desync. ODST/H3/Reach/H4 can't desync because they have sanity checks and will end the session.
ALSO this is why the radar app for Waypoint in Reach never worked for Firefight, there's actually no way to tell where the players were on the map networking wise.