The UDP protocol works the same way regardless - the fact that hole punching works at all serves to prove that your assertion that UDP requires port forwarding is wrongWell yeah, that just says you need to have extra software in place to allow the packets through - hence the complications to make the it work, unless you allow it somehow - say by opening the port, using uPnP, or fancy NATs - which not everyone has. All you are saying is 'there are other options' - which I agree there are. And one is port forwarding - assuming you know what you are doing. Which is presumably why it is a documented option on the game website
If you weren't completely wrong, then I would be unable to play in anything other than solo - I can't access my ISP's gateway in order to forward a port back to my router, so even if I did try to port forward, it wouldn't make my network accessible from the internet. But I almost always play in private groups, with four or more people.Yeap, that's correct. But let's not forget that we are all behind a NAT
And the most common NAT implementations (symmetric nat) works only for a one-on-one communication. A call-response if you want.
That is between your game client and FDev servers. Your game-client calls FDev-server and FDev responds back using the com-channel initiated by the client. Someone else cannot respond using the same com-channel. So it works for a Solo session of Elite, but not so much for a Multiplayer session.
When multiplayer in a p2p architecture, you have to communicate directly with other players - a full cone nat could help, but that's regarded as quite insecure and its not widely implemented
And without a full cone nat or a turn server or some other form of proxy - the port forward (or the upnp) is needed for a p2p game.
Edit, ninja'd sort off
I don't have port forwarding, and I disable uPnP, and yet I play multiplayer all the time - either you're wrong, or my friends and I have been sharing a mass hallucination for a couple years