Exploits

For general talk about Supreme Ruler 2010

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Wolverine
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Posts: 4
Joined: Aug 02 2002
Location: Michigan, USA

Post by Wolverine »

BG,

Beyond the QA work you guys will do on logic errors and making this thing run on as many hardware configurations as possible, have you thought about possible "exploits" that savvy players will figure out and use to reduce the realism of your product? It seems that a great deal of traffic for other similar offerings ends up with these issues.
I don't claim to be an expert here but typically players come up with "house rules" that they build in to their play. Maybe the community would like to offer some of these up and you could address them?
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George Geczy
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Joined: Jun 04 2002
Location: BattleGoat Studios
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Post by George Geczy »

Since Supreme Ruler 2010 will be a heavily mod'able game, there are certainly opportunities for players to change the basic gameplay, and also to unbalance the game in various ways. I take it this is what you are referring to?

There are a few things we are going to disallow with fixed rules, but others - especially in the equipment file and map editor - are open for user editing. If a player wants to really screw things up, well, that's their decision.

Multiplayer games will have more sophisticated checking, of course, and an MP game is to be played with custom files then all players will be informed that a custom rule file is being used - they should accept it at their own risk :smile:

Are there other types of 'exploits' you had in mind?

-- George.
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