Yes, just conforming numpf's statement that I was not talking about CoCo. I have basically no control or say over stuff in Continuum outside of the menu. So in that respect, I don't bother racking my brains. I do, however, look at how SS works and consider what *I* would do if I were to do it myself. It is easy to fall into the "if it can't be perfectly safe, it's not worth doing" mindset. You try to protect/predict/detect every single aspect of play, and if one of them can't be done.... In a twitch game like SS, there are just too many things the client must do locally, even if the server "checks" them afterwards: movement, recharge, damage and death, picking up greens, warping and portalling, etc. Any of these aspects of the game are targets for cheating. Lets say you wanted to "secure" movement. Send all keys to the server, and let the server tell you where you are? Even at 100ms ping, this is unacceptible. It might work on a LAN. Have the server implement physics on its own and compare where you are to where it thinks you should be? This puts a lot of burden on the server. And what is the threshold? Any allowed threshold could still be used effectively by cheaters. And what about false positives? I fly towards a corner tile so that I will miss it by a pixel. The last update my client sends, I have thrusted a bit so I actually hit the tile and bounce. This packet is not received by the server, so when the next packet arrives, I am 64 pixels from where the server thinks I should be, but I have not cheated. 64 pixel tolerance is way more than enough to cheat. So much for securing movement. All other types of cheating/securing have similar arguments. The delays and inaccuracies are prohibitive to reasonable solutions. So if there's going to be ANY insecure stuff in the client, you might as well live with it and spend a serious amount of time obscuring the client a) in ways that minimize hacking risk, and in ways that are easy to mutate if ever a real hack emerges.