RTS games have no means of conveying a singular game state. They just execute commands in a deterministic manner. What you're proposing is possible, but extremely impractical, because it would mean having to completely rewrite how the game engine runs. RTS games aren't designed to be "picked up" from a random point in the action. Resume from replay functionality works by running through the replay file and pausing the simulation at a set time, then giving players control at that point. It's a pretty big leap to somehow package up the game data, send it to a disconnected player, and be confident that the simulation will proceed without issue from that point. It's a lot of work for something with relatively little utility. |
Also, reconnecting isn't possible because the servers don't have any knowledge of the game state; they only relay messages between players. In order for reconnecting to be possible, the server needs to store a history of player actions so that the reconnecting client can simulate the parts of the game it missed and catch up in the gameplay simulation. This adds a ton of overhead and isn't all that feasible for an RTS.
The only reconnect feature we might see in the future is resuming from replays, which is entirely useless in a matchmaking environment. |
I don't think you understand what a drophack is. There really isn't an easy way to drophack in CoH2 thanks to battle servers; even before they were implemented, it wasn't trivial.
The way battle servers work is, every player is connected to the server. The server acts as a relay between players; players send information to the server and the server relays that information to all the other players. This means one player with a bad connection won't lag all the other players, since all that matters now is a good connection to the server, not a good connection to the other players. It also means the server knows which players are connected to it.
This second point is the most important when it comes to discussing drophacking. If the server knows which players are connected, it also knows when a player disconnects. Therefore, pulling the plug doesn't work, because the server will detect it, realize the other player is still connected, and award the connected player the victory. Lagging out won't work either, because the server will know which client is lagging, and will grant the other player the win. Blocking the server IP won't work either, because again, the server will know which player isn't connected.
Those are the traditional means of drophacking. None of them work, because the server has enough information to make a correct decision. The only way to get "drophacked" these days is to get denial-of-service attacked to the point where you are unable to communicate with the server anymore. That's the only way your opponent can cause a drop and get the win short of hacking the server or finding a serious exploit in the game's communication with its server, and it requires your opponent to know your IP address, which you can't get through the game.
Of course, plenty of situations can result in lost connection. Drops in your internet connection, drops in the server's internet connection, server crashes, natural disasters, planned maintenance, all sorts of things can cause all of the players on a server to be disconnected. When that happens, the trust system takes over. It's not practical to judge a game's outcome based on game data because game data is largely inconclusive; in those rare instances of mutual lost connection, the trust system is more than adequate.
So to summarize, you aren't getting drophacked. Please stop complaining about drophacking. Networks are imperfect, expect them to have issues. |
Luft is definitely the strongest PE doctrine. The other two rely heavily on your opponent not playing correctly (by not dodging booby traps or not properly preparing for teller mines and heavy AT). Luft, on the other hand, gives you everything you need. You get extremely strong infantry with a large number of squad members, incredible synergy with cloaked Kettens and 88s, and a unit that makes repairing your vehicles much simpler. None of that can be easily countered by your opponent. |