I understood what you said, and if it were that easy all game companies would be doing it (no offense) . I'm suggesting you look at alternative ways of implementing your transmission protocols as you build to save yourself headaches.

Also, read up about TCP/IP and UDP as your statement is incorrect. Depending on the TOTAL amount of data you send out the pipe will decide how many packets are utilized. This isn't something you have control over, the OS and hardware control packet size limits and will automatically breakup anything over standard size. Of course, if you mean "your private packet" then yes, you can do it in a single bound .

No matter what you do, you need to make sure that you apply a thought process to them being dropped and what happens when you do drop one. Even TCP/IP can loose/drop a packet from time to time (timeout of packet errors).