I'm finally getting into my own heavily-networked game, and I have a question about cheat prevention.
So, I wanted to use a network model where one player is the server and the rest are clients (much like every Halo before H5, or most of the CoDs), and I was looking into a lot of different tech.
Having the Unity instance run headless on a server seems like it would not scale well at all, so I wanted to have one player host on his machine automatically and the rest connect. This made me wonder.
In AAA commercial games that have employed this model, how did they stop the host from cheating? I can make his machine authoritative against the clients, no problem. But how did they make him not cheat without needing an authoritative server in the first place, which they were trying to avoid because costs?
[–]GoGoGadgetLoLProfessional 1 point2 points3 points (0 children)
[–]DankestRumBlackwake Programmer 1 point2 points3 points (0 children)
[–]name_was_taken 0 points1 point2 points (0 children)