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by dmos62
2026 days ago
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Something that I find interesting is that anti-cheats are needed when either 1) the input can be somehow enhanced (think fps aim hacks) or 2) more information than the player should have is being sent to client (think fog of war or wall hacks). That's hard to avoid in shooters, where you need that behind-the-scenes information to reduce perceived latency. But games that don't have that low-latency-hungry "twitch" element, like strategy games, turn-based, etc., can make do without information that would enable hacking (and they usually don't benefit from input hacking either). I'm currently working on a pvp strategy game that uses an exaggerated input delay as a game mechanic, which also gets rid of the need to send information that the player shouldn't have: ground-truth is computed server-side and after pruning and transforming according to each player's perception, streamed to the clients. That's unhackable in the game hacking sense. |
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As for turn-based games, they work better as board games unless you have a pandemic going on. In theory simultaneous turn games are possible but rarely observed in practice. Dominions games, Laser Squad Nemesis, etc. Sequential turns (A/B/C/D) scale very badly and human face to face contact makes up for that.