RERomine -> RE: 'Opponent may have reloaded (x) times' (9/10/2006 10:05:04 PM)
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Why is cheat-proofing so difficult? The obvious problem, which occurs with most PBEM games is if one person doesn't like the outcome of their turn they either reload the file or overlay the file(s) from the email attachment and try again. This goes on until the player is happy with the outcome of their turn. Seems to me the fix can be accomplished by behind the scenes functionality in all programs that have PBEM capability. By utilizing two sequence numbers in the saved email games and one on each game computer, that would make cheating at least more difficult. The idea behind this is that if the sequence number for computer A on the email file doesn't match the sequence number on computer A, the file doesn't load. The same applies to computer B. As a turn proceeds, the sequence number on the game computers periodically increments. Now the sequence numbers are out of sync. The only way to sync them back up is to save the file, which saves the sequence number on the game computer to the email save file. It would not be possible to reload the file without a prior save or to replace the file from the email attachment. This idea isn't without some problems, but I haven't given it a lot of in-depth thought. One problem is the s**t happens factor: computers lock up, power goes out, etc. The periodically incrementing sequence number on the computer is now out of sync with the email save. It would be possible to have the sequence number on the crashed computer reset by having your opponent resending the email save with a flag set in it to allow the reset to occur. By doing it this way, at least the opponent might at least have a clue they are being cheated. The game only continues with the opponent's permission. Another problem is the saved game isn't portable. I for one have OAW and SPWaW on two different computers. Obviously, in this scenario, the likelihood of both computers having the same sequence number for PBEM slot 1 is very slim. And yet another problem is the first turn of player one. Since the game hasn't been saved yet, the sequence number on the email save file hasn't been set. Player one could play the first turn over and over again until they like the outcome. I don't have any answers for this one yet. This is an alternate way of looking at a solution. While it won't stop someone really determined to cheat, it will make it more difficult. This solution would avoid the need to have mid-turn email file exchanges. The incrementing sequence number on the game computer shouldn't burn much CPU. In fact, I doubt the difference would even be noticed. On a different note, there are many games out there with 'undo' buttons. The solution is simply to disable the undo button when something significant happens, i.e. borders change, new units spotted, moved unit damaged, etc. I've seen this done in many of the games that have 'undo' buttons, so it's not a new idea. Well, that's my two cents. [:)]
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