' Wrote:... It is unfair since it is, from my experience, always the non-lagging person who has the technical disadvantage. I am the one getting hit by invisi guns and mines. I am the one shooting at a jumping or outright teleporting target.
...
The solution to this is simple and in the same time difficult.
It is simple because solution is already known and for a long time, tested and well implemented in thousands multiplayer games.
It is difficult because it is needed to change very base principle of freelancer server functioning, so only developers could do it, and then also i have no idea if modification of this sort can be done in this particular game (freelancer) or not, it depends on what current server code is and if there are sources available.
Solution is: server would only send one game-info-packet to the client at any given time, then server would wait for client's response. No client's response -- no more packets from server to the client.
This fixes all and any attempts to exploit any kind of lag in any way: as long as client "lags", he effectively cuts himself from the server, and thus is unable to exploit anything.
Let's hope something like this will be someday implemented for Disco.
Do you see the groundhog there? No? Me neither. But, it's there nonetheless.