Does anyone even read my posts? lol (as I remember saying this a few times already.......or maybe that was a dream I had....hehe)
TCP = connection-oriented protocol (very stable, and in essence is like a telephone conversation, both sides need to "acknowledge" message transmission)
UDP = connection-less protocol (great for spamming, like using a "walkie-talkie" instead of a telephone)
"Most" of the games you're talking about use mainly UDP as their transport backbone. Sins uses TCP so that it can provide a stable game environment (ie. updates between client locations aren't GUESSED at, they're VERIFIED) When you're playing an FPS or another RTS and you see "teleporting", "bullets dissapearing" etc. blame UDP not lag!
Having said all this,
TCP requires (for most things) bi-directional traffic. Which means the HOSTS and CLIENTS are treated the same and therefore need the same attention to network config.
UDP requires nothing of the client, just send, send and send the data, IF the data gets there, great, if NOT I'll just send it again. This means the HOSTS require network config, but the clients can be as dumb as doornails, just keep spamming that network traffic!

Highly in-efficient network code!
thanks,
the Monk