Since Frontier really don't want players to be doing this as it causes CTD's on others, perhaps a method of combatting it could be along the following lines:
If a player ctrl-alt-dels / is not heard from by the instance controller for a period of time, their ship is kept in the instance on autopilot flying in a straight line so that it does not crash other players in that instance.
When connecting to multiplayer, as part of the server authentication - the client encrypts the save game file using a key, with it being sent to the remote server to compute the decryption key. Obviously, this will require separating out 'single player' save games from 'multiplayer' save games.
When a player *cleanly* exits the game - the server sends the decryption key to use to restore the save game / transmits a clean copy of what their save game should be.
If a player's save game cannot be read (still encrypted) - it requests the remote server send them a copy of their most recent save game from the servers, which then replaces the one on their machine and is re-encrypted. This request is logged and if it happens too many times just after they were killed - the server refuses and the players save is intentionally left corrupted. This would require them to start a new commander from scratch.
Alternatively - Each time the player connects to multiplayer - their save is re-downloaded from the servers each time, rather than using the locally stored save game.
The idea is so that the servers will be the authoritative source for the save game file - if the server says you died then you died.
Any thoughts / potential problems with this idea?
Edit: Bah - clicked the new thread button in the wrong tab! Could a mod please move this to gameplay+features
If a player ctrl-alt-dels / is not heard from by the instance controller for a period of time, their ship is kept in the instance on autopilot flying in a straight line so that it does not crash other players in that instance.
When connecting to multiplayer, as part of the server authentication - the client encrypts the save game file using a key, with it being sent to the remote server to compute the decryption key. Obviously, this will require separating out 'single player' save games from 'multiplayer' save games.
When a player *cleanly* exits the game - the server sends the decryption key to use to restore the save game / transmits a clean copy of what their save game should be.
If a player's save game cannot be read (still encrypted) - it requests the remote server send them a copy of their most recent save game from the servers, which then replaces the one on their machine and is re-encrypted. This request is logged and if it happens too many times just after they were killed - the server refuses and the players save is intentionally left corrupted. This would require them to start a new commander from scratch.
Alternatively - Each time the player connects to multiplayer - their save is re-downloaded from the servers each time, rather than using the locally stored save game.
The idea is so that the servers will be the authoritative source for the save game file - if the server says you died then you died.
Any thoughts / potential problems with this idea?
Edit: Bah - clicked the new thread button in the wrong tab! Could a mod please move this to gameplay+features
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