Defensive design tactics

Basic design decisions can serve as "first step" security measures to discourage exploits. The core principle is to design systems where cheating is either impossible or provides no meaningful advantage, rather than trying to detect and prevent cheating after the fact.

Consider a shooter game where players earn points for kills. An exploiter might create bots that teleport to the same location to be repeatedly killed for easy points. This scenario illustrates the difference between reactive and defensive approaches:

ApproachPredictable outcome
Chase down bots by writing code that attempts to detect them (reactive approach).
Reduce or outright remove point gains for kills on newly spawned players (defensive approach).

Additional defensive design scenarios:

Potential exploit scenarioReactive Approach (less effective)Defensive approach (more effective)
(Obby) Exploiter teleports to the end to claim rewardsOnly check the player's final position and try to detect impossible completion timesDesign with mandatory, sequential checkpoints. Server validates each checkpoint was activated in order before granting rewardsYou can add another layer by flagging players who complete stages faster than humanly possible. The design of the game (requiring checkpoints) is what enables the effective server-side validation.
(Combat) Client reports dealing impossible damage amountsTry to detect and filter out impossible damage valuesServer calculates all damage from server-sided weapon stats and validates hits through server-side raycasting
(Economy) Exploiter duplicates items through rapid requestsTry to detect duplicate requests or unusual patternsImplement server-side cooldowns and validate all transactions against current player inventory state
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