> This mostly came about because peter was hacking the client so that it would > automatically re-roll stats until some desired value is reached. There will always be ways to abuse the game. I don't think this one is very severe: I'd rather see other ones fixed. > Currently, the server enforces a total stats between 82 and 116. It was > suggested that instead of rolling stats at all, just give the player the 116 116 is probably too high initially.... > if you can just set the values, it will be easier to min/max the stats - righ > now, for example, it is difficult for a rolled stats to be much lower than 8. > It appears the rolling method is 4d6, keep the best 3. Yes. That is how it works. > But then I realized a better way would be for the client to handle all of th > - basically, the server would tell the client to choose stats, total is 130. > Client presents whatever way it wants for the player to set those to the > different attributes, and when the player is done, the client sends back to > server the values for str, dex, con, etc. Server verifies the values to make > sure they are proper, and then moves along to race selection. There's nothing intrinsically wrong with this, but we have to make sure no one picks any one stat > 18. Race/Class modifiers can be added later. > Thoughts? Its some amount of work, but overall, the amount of code may be > reduced in the server and client (code to roll the stats, swap, them, etc, is > handled on the server, but the client has to deal with the actual interaction > with the player.) Even though a random rolling system is open to abuse, I think it is more fun in general than having to choose all the stats. Crossfire is open to *many* client side abuses: I don't see why we should treat this one specially and neglect all the rest. PeterM