Thanks for the explanation, so it would be possible but not entirely feasible due to hardware / software constraints having serious side effects on performance? So, alternatively, could someone not design a report to identify suspicious values and run it whilst the servers are down on Thursdays for tick over, meaning the live game wouldn't be affected? Mind you I guess if depends on how long the report would actually take to run. Regarding the reference you made to boost speeds, does the maximum 950m/s only apply to specific ships? So, for example, if you had a combination of 950m/s on an Anaconda with D rated drives the report could be coded in a way to say IF Boost Speed < 700 and Ship Type = Anaconda THEN call ? It wouldn't stop everything but it would be a start.The hard bit would be passing every state change through a trusted database at ~60FPS * concurrent players.
The harder bit would be getting useful data out of it.
The maximum rated boost speed of a ship is around 950m/s. The fastest speed that people have legitimately got ships to travel without supercruise is considerably faster than that. Set the flag limit at 950m/s and a bunch of legit players doing extreme stuff get flagged. Set it at the few thousand m/s needed to avoid that and it's useless for speed cheat detection. Conversely, even at 950m/s there are plenty of cases where a ship could be going slower than that and still faster than it could be travelling without cheats.
Repeat for most other parameters, and what you actually need to do is run the entire simulation server-side on trusted hardware ... which would have interesting side effects in that your inputs would be a network round trip (probably 1/5 second best case for most players) away from you seeing the result of them ... and that would not be fun at all.