» Fri Jun 03, 2011 12:32 am
Heh, I had a little idea for a anti-cheat system. But as usual, it was just ignored.
So yeah, if someone wants to read it again;
As for Anti-Cheat systems, wouldn't it be 'smart' to make the client upload the Scripts.pak the game is running to the server.
Then the server compares the checksum(s) (be it CRC32/64, MD5 or even SHA256) of the received Scripts.pak to it's own, if it passes - the client gets in.
If not, an error message pops up (Eg. "Your Scripts.pak file does not match the one hosted by the server, make sure this is a legitimate server, or that your Scripts.pak has not been edited.")
This, would at least make the decision of 'allowing to modify game data' a safer one. In case someone wants to use, say - a user-made 'high resolution texture pack'.
The bad thing about this though, is a rather high bandwidth usage.
(Scripts.pak is 1.3 MB, and you'd have to upload it every time you join a server.)
..Although I'm sure you guys have considered using such a system, haven't you!?
As for the X13-Mike, I have used it. Because I managed to kill some guy that had it, then I decided to just go for trying it out.
And boy, was it overpowered. I merely had to keep looking at them for a moment, and they died.
I had quite the success, and that was about at level 12 - which means that I didn't even have fancy modules.
If we're talking about using it with fancy modules, it's the weapon of mass destruction. (AKA high K/Ds.)
..Which is why I suggest nerfing it, or making it a single-player weapon.
(My first thought of it, true story. I was a bit surprised seeing it in multiplayer.)