Smuggler Archive
Thread: They say scans for contra-band will cause lag if they implement smuggling.
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NattyDreadlock
Sat Jul 24, 2004 5:45 am
#1
So why make determing contra-band ahost search? Instead have the client-side's system check for contra-band. This could be done during log in, periodically while online and when ever items are received. When contra-band is recognized your player is tagged client side. There is no indication that you are tagged, but when you are stopped for scans the Host knows immediatly that you have contra-band, without needing to search your inventory. All that needs to be sent to the server is that simple and small data packet that represents the contra-band tag. The server rolls the dice and determines if you are caught.
Hopefully this whole process will take no more bandwith between client and host than a single shot kill on a kreetle. The search is like being aggro'ed, the transmission of a contra-band tag is like a blaster shot, the search response is like the kreetle taking the hit and dying.
In fact it may be better if the client enters a scan area and initiates and sends the packet automatically. If the host needs time to process the info thats fine. Let the would be smuggler through, but have him"tagged" so he is immediatly approached at his destination.
Message Edited by NattyDreadlock on 07-24-2004 05:45 AM
WesBelden
Sat Jul 24, 2004 5:55 am
#2
The problem with anything that's client side is that it opens up the possabilty of cheating. However, regardless, I think there is deffinitely some way around the problem, such as this, and no doubt there are other options. I believe that the reason we were told smuggling would not be possible in this form is because they were trying to fob us off with a very minor revamp, which was really just a few fixes with one or two things added (see what they proposed for Publish 9). Now that we're getting an actual revamp, with a team that'll be dedicated to us for a publish, I think we'll see some of those options being used.
NattyDreadlock
Sun Jul 25, 2004 4:03 am
#3
I assumed that exploits would be a deterent to client side tagging, but since its frequently updated by the game and I assume it wouldnt be possible for the player to hack the files while the game is in use,I figured any attempts by the player to change things before log in would be fixed at log in and periodically in game.
I assumed the means of determing what was considered wouldnt be client side, but instead on the host. The client just checks to see if any of its inventoy items are considered contra-band during log in.
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