I like how it worked in Jumpgate.
You could quit any time you wanted, or even force close the game, but your ship remained vulnerable (and slowed down) for 30 seconds after logging out. Players who thought they could cheat their way out of a loss were in for a rude surprise.
I once followed an artied up Solrain fighter (the banana shapped thing with the silly shields and the high yaw), that had been going around shooting down people with impunity and then deepspacing to disconnect, with my ranger (the only ship in our multi-faction fleet of forty or so people that could even keep up with him) for six hours...I held just outside his sensor range and waited for signs of inactivity, then closed the distance to shoot at him...unfortunately he was paying at least some attention and didn't try to log off and was able to drive me away several times.
Anyway, Jumpgate was client-server and hosting a CMDR vessel in ED without the cooperation of that CMDR's player and their client is much more difficult.
Quoted both of these posts because they're both relevant.
Firstly, at the risk of stating the obvious, PvPers (even murder-hobos) actually want the opportunity to explode stuff.
Sure, it's possible that a slippery PvPer might make use of IP manipulation as a last resort, if they're losing a fight, but that would be easy to identify if they did it regularly - with circumstantial evidence, at least.
Think of the other situations where this might be useful though.
At a Trade CG somebody could just show up and start randomly disconnecting players in combat ships to negate any possibility of attack.
If somebody's involved in PP they could show up in a system and, upon spotting players from another faction, they could be disconnected in order to prevent any possibility of attack.
If somebody's doing BGS-related stuff they could disconnect players who might be in opposition.
These are scenarios where IP manipulation would provide an important advantage but - importantly - it's unlikely that the players targeted would even realise anything dubious was afoot.
You'd just arrive in a system and, on occasion, you'd suffer "random" disconnections.
And then there's the issue of people deliberately introducing a random element to their use of any cheating.
The simplest example of this is when people suggest the game might be able to track those who combat-log and take punitive action.
Trouble is, to circumvent this, all I'd have to do is task-kill more, and not always during combat.
If I "lose my connection" 10 times a week, always when I'm losing at combat, the circumstantial evidence would suggest I'm CLing.
If, OTOH, I "lose my connection" 30 times a week and 25 of those instances happened when I'm not in danger, 5 happen when I am in danger but I also have my ship destroyed 5 times a week, there's little circumstantial evidence to suggest anything other than that I have a lousy connection.
Similar thing would apply to any use of IP manipulation.
Whether I'm trying to manipulate a CG, PP or the BGS (or if I'm just screwing with people) as long as I don't do it all the time it's going to be pretty hard to pin anything on me conclusively enough to take action.
These are all vulnerabilities that are already in the game and, in some cases, would already provide people who used them with an advantage.
The only real "counter" is the fact that, rather than cheating, it's easier to simply play in Solo and avoid any situation where IP manipulation would be advantageous.
That's why it's probably not going to be a good idea for FDev to impose anything punitive, either in terms of logging out, PvP or mode-locking.
As soon as there's something in the game that allows people to gain an advantage by using a cheat, it's going to become more common to use it.
Put "placeholder" ships in the game after a player CLs and suddenly there's a reason to kick other players - so you can destroy their ship easily.
Lock PP to Open and suddenly there's a reason to kick other players from your instance - to avoid combat.
In this kind of scenario, it's possibly likely that griefers would be the first to take advantage of cheats but they're certainly NOT the only people who'd do it and it's certainly not just a PvP issue.
And, in that event, I suspect FDev's response would be similar to what they've done with hacking, bot-ships and CLing; they'll pay lip-service to the issue, downplay it and then act like it isn't a big deal and hope it goes away.
Frontier should be analyzing telemetry as a matter of course, not simply when reports are filed. Cheating is cheating even if no one sees it. Frontier should operate under the assumption that if it can be abused it is being abused, and thus actively look for signs of manipulation and work to correct them.
Anyway, I do think it's time I tested that relay via server setting...would be interesting if one could not be IP blocked without severing connection to the transaction server at the same time.
A potential solution to this - which would be actively beneficial to people with genuine doorbells or dodgy connections - would be:
1) Remove the menu quit timer - if you press exit, the game exits.
2) On quit, serialise the state of the NPCs in the instance into your savegame on the server. [1]
3) On resume, unserialise them and they can carry on doing what they were doing.
4) If there were any players about, unserialise their ships as NPCs with either a neutral or hostile AI depending on their state.
5) Periodically save the state to allow recovery from network disconnects. It'll be a little out of date, but good enough.
Now if you're playing in Solo with a dodgy connection and you've finally found that mission NPC, you don't have to find them again after you log in again.
(If you logged out to get away from that mission-related Elite Anaconda? Tough - it's still there. But you *do* have time to call out theFuelCombat Rats to help you when you log back in, perhaps.)
[1] Also serialise your own state more precisely - throttle, hardpoints, etc.
That sort of persistence does seem like it would resolve the issue for any instances that aren't shared with other players, and is probably what should have been done from the beginning.
The potential for abuse comes from people severing their connection in a way the current instance state cannot be uploaded then deleting the local saved state. However, this save state file could easily be signed by the game and it would generally be clear that someone had removed or modified it once they reconnected and the servers looked at the local save.
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