Exactly the sort of nightmare that distributed consensus mechanisms were developed to overcome, though I suspect this would be even more work to implement in the case of something like ED than a client-server architecture.in a p2p environment, each client maintains its own state and they somehow synch it together, but you have no control over any client nor what they do with their respective routers, (e.g. are they blocking each other?). from a security perspective this is a nightmare.
Anyway, with regard to clients blocking each other, there used to be a setting called "RelayViaServer" in the AppConfig.xml. I'll have to test if it still works and what exactly it's doing.
That's an over simplification. In the case of ED there appears to be a matchmaking server that pairs clients, then one of those clients becomes the main instance host, but each client is still the 'server' for it's own stuff, and certain entities (NPCs) with in the instances can shift hosts based on a number of factors.Just a small digression: Even in p2p environments one takes the server role and the others are clients.
Any sort of cheat, in any mode, has the potential to alter the scope to which the BGS can be manipulated and thus has the potential to affect all players on some level.perma ban is the way to go ,i dont care if people exploit to get in a big ship quick or if they have 20billion credits it does not affect my game experience, however this hacking does affect not just my experience but all commanders
Treating them as different from hacking seems arbitrary.