BorisTheBrave, "might as well using the address", are you trying to save one unsigned it? Why is it "might as well"?
GUID is an overkill and unnecessary, since the ID is a way to identify a bullet between a client and server, not between all applications in the world.
The client will have his own local ID for the bullets, and the server is the authority on bullet simulation.
I mean, we've spent two pages talking about how to efficiently assign ids, and the pros and cons of wrapping around. The address of the object already fulfils both those criteria, so why write any code? It's not about saving space (which it probably won't).
I said you only need guids if you don't have a central authority.
Some data per bullet per frame seems a huge amount of data, but the same data once per bullet is not a big deal. (most games have a lot of bullets). I presume PompiPompi is doing the latter, with dead reckoning of where the bullets likely are. I think this is where the confusion lies.
Nitram explained how additional packets can lead to latency. I thought it was a pretty good explanation - I know that most commercial engines expend a lot of effort to keep bandwidth down. That said, I don't think 4 bytes is a deal-breaker.