Gnizmo said:
people with all those hacks rather than be surprised. It certainly is possible to create a network protocol that is maphack immune, but at what cost? Speed is critical in the game. Extra layers of security will add more to latency which pisses off players as well. It is a trade off in terms of end user enjoyment. How big a trade off is a mystery neither you nor I could hope to solve but there would be some cost.
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As someone with some programming experience, I would say there is effecrively no overhead to just not transmitting that information until it was needed. But it would need to be put in from the beginning. They should have done it.
Computer A would just have to ask B: "This is my vision range. Please send data for all your unit positions that might affect me." So a maphack would reveal a few screen-inches outside the legit vision range, not all of the map. This is negligible compared to the traffic for requests like "Can this unit see/shoot your unit?" times 200 times 200 = 40000 (obviously with significant optimisation it won't be that many, but still).







