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(+1)

Not necessarily advanced, but you would want a bit of extrapolation and interpolation - have the objects move in last reported direction (with steady velocity) while there's no data, and smooth out that predicted position to the actual one over a few frames when the information about the current position arrives.

For things like fired projectiles, you would only need to transmit initial velocity and impact position - the rest can be played out client-side.

I'd generally suggest to not go with "sending inputs only" - that implies input delay, which is not a thing to impose on players without a good reason. Sending the complete or changed state every frame is also a big task in itself.

You can also check out older blog posts on Monsters & Monocles' developer blog for various notes on networking in games of this.