Originally posted by hitech
Thanks for calling us stupid Kurt.
HiTech
WOW! Sorry HT, I had no idea thats how you were doing it... I thought it was well accepted that was never done in online gaming because of the hacking threats.
I really didn't mean any offense, I had no idea AH worked that way.
I don't claim to be a flightsim programmer (although I am a programmer professionally - I work on secure systems, so maybe i'm just being paranoid..), so I'll defer on this.. If I had a better way I'd have my own flightsim.
Anyhow, much of the reading I've done into online gaming supports the idea of clients reporting only that they have issued the shot, the server then determines the hit or miss based on comparing that to the relative position of the opponent from the server's point of view). However, I can understand that this would be tricky to impliment when you've got opponents moving at relative closure rates that sometimes exceed 1000mph...
None-the-less...If the projectile code exisits in the client then you risk tampering.
For instance, I have always wondered if some people might have figured out a way to enable the training arena red bomb cross (the one that shows where exactly the bomb is going to hit) in the MA... This would explain some dive bombers who never miss. And now, it seems that maybe someone could do that based on the knowledge that the decision is in the client FE?