Oct 7, 2015, 9:24 AM

@Balerion I find that the best game decisions tend to be based around 'how to enable role play' rather than 'how to prevent cheating'. If in your quest to limit cheating you cut out aspects of your game's role play, you'll inevitably find that the people who would have abused X system are simply going to abuse Y system instead. And probably they're still abusing X system anyway in a way you haven't foreseen. This is because your problem is player mentality, rather than code. Which is not to say you shouldn't limit cheaters, and that code can't in some ways help, but it should never guide your mechanical decisions.

Best of luck, though.

Edit: Especially as I really do love well made influence/rumor systems. They add a lot to a game.