We'd use small datagram packages from client to server to send the update of the player status. Streaming connections would take too much of server networking. I was thinking on making the client choose the format of the data that he sends through. but limit the size of that data, plus knowing that smaller packages could give a faster connection. To limit the size, we were thinking of sendings some keystrokes or axes to the server, who could check if no-one is cheating and who could tell, who exactly is alive and dead. That way we can make the data packets less then 32 bytes with overhead.

For example:
The keyboard send only 4 keys to the computer. If you would have 25 fps, and the data needed to be send the server per frame is 20 bytes, you only need 500 bytes upload per second.