PBEM and hidden/unknown units

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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Boltzie
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Joined: Mon Oct 13, 2003 10:50 am

PBEM and hidden/unknown units

Post by Boltzie »

Hi all!

I'm new to this game and have a question regarding PBEM and hidden units. I just finished my first move (hidden and unknown units both turned on) and sent it off to my co-worker who also bought the game. I wanted to see how my moves looked in the replay (and to make sure the file worked ok). So I put the file into my email/play directory and loaded it up. To my horror I was now playing the other side and could see all of his units :eek: (some still had unknown strengths, of course). I promptly closed the game since I didn't want to look for fear of ruining any surprises that he may have in store for me. I guess I should've expected that to happen. I just assumed that there would be some way for the game to tell that I was using the same CD or something and not let me see my opponent's units.
I have read that the new patch v1.1 has some secure email system built in, but that sounds like it just makes sure you don't switch computers during a game.
Am I correct in assuming that when using hidden and/or unknown units in a PBEM game, the honor system is the only safeguard against cheating?

Thanks in advance for your replies! I'm sure it's not a big deal anyway, but was just wondering.
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e_barkmann
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Joined: Tue Apr 18, 2000 8:00 am
Location: Adelaide, Australia

Post by e_barkmann »


I have read that the new patch v1.1 has some secure email system built in, but that sounds like it just makes sure you don't switch computers during a game.

Am I correct in assuming that when using hidden and/or unknown units in a PBEM game, the honor system is the only safeguard against cheating?
Patch 1.1 will be an untrusting (or exploited!) gamer's dream come true. Not only will your opponent not be able to load your side's turn, but "replaying" a turn for better results will be disallowed as well - the system remembers all moves and combats and will restart from the latest point if the game is quit or power is lost. There are other security features as well, but these are the main ones.

This has to be the coolest anti-cheat system built into a wargame system ever.

Cheers Chris
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http://steamcommunity.com/groups/sowwaterloo
hank
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Joined: Sun Aug 24, 2003 8:50 am
Location: west tn

Info I shouldn't be seeing

Post by hank »

I've been playing for a couple of months now and just this weekend noticed something I assumed would be hidden by the "fog of war".

When I'm playing my move, I can right click on my opponent's reinforcement hex (symbol, whatever you call it) and see his reinforcement schedule.

Shouldn't this be hidden ? I should not know what my enemy's reinforcments are.

what do you think ? ... or is there some parameter I should have set that I didn't ( or they didn't ) ?

hank
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Rob Gjessing
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Post by Rob Gjessing »

I would probably prefer to have this data hidden myself, but thats just a personal preference.. I know there have been games where I have used it to screen against expected reinforcements..
Isn't that bizarre?
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Mac_MatrixForum
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Joined: Tue Apr 11, 2000 8:00 am
Location: Finland

Post by Mac_MatrixForum »

If I remember correctly the reinforcements are the same every time and unless they are made random, which might be nice for a bit more variety, there is no use in hiding them in multiplayer. It's trivial to start a solo game of the same scenario and check the reinforcements there.

Anyway, someone might find it quite plausible that you can see when the reinforcements arrive. The fact that they appear on the map some specified turn is just a "limitation" of the engine. In real life you would have the possibility of spotting the forces moving closer to the front.

EDIT: Oh and a small addition. Whenever you are replaying history in a game, you will have the opportunity of perfect hindsight compared to the commanders who actually fought there (like what's the weather going to be and where the reinforcements arrive). Unless the game is changed so that it does not follow history accurately in some account, there will always be people, who know enough history and have played enough games, to be able to predict the flow of the events. For multiplayer games it makes sense to have what-if type situations too. Having an ahistorical game ... man I could get flamed :D. I'll just cut the long story short and say I like to study history too but there's a place for ahistorical developments in competetive games.
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