I'm amazed to have come across this. I was only on this site to see if there were any Phantom maps in the db. As a last ditch effort I searchd the site for "phantom."
I have been thinking about/kind of working on a Phantom that would catch some hacks. But it sounds like you could do it much better than I would have. I was only hoping to catch people from auto-unallying (not telling them that was what I was doing) and zerg mineral hacking (not in the sophisticated way you plan to, but just if they have too much money too fast).
I've built Phantom from scratch several times, and have tried to play it in public games as much as possible, so I want to share some of my preferences w you. It seems like in public games people will only play Omniscourge's versions, which are huge (300k-400k+) monsters. It's really sad because you can have a complete phantom game for under 40k. there are enough sounds already in starcraft to make a good map.
Anyways with omniscourge's versions, he used to hide who the phantom was on the scoreboard (but not well). He took this out recently because he couldn't figure out how to do this without allowing people to get free 100/100 by researching then cancelling burrow while he gives the money. This can be easily avoided, while still messing with how the resources look on the scoreboard.
The other issue is map balance. Phantom can typically rush and just kill everyone. They get way too much money, and it sounds like you might be into that too. IMO Phantom should receive just enough money that they can win via rushing, if they play perfectly etc. Anything more than that is just ridiculous. In fact, goal should be to make the player unsure whether it is worth it to rush or not. In present phantom games it's obvious they should, and the reasons they won't are outside the game ("it's not fair if i rush" "ruins the game" noob logic). Phantoms should need to mine and expand just like everyone else. They will be able to do it easier, but money should still matter to them. But regardless (for instance, if you do the thing where phantom gets more res per time he mines), make the phantom only advantaged "enough", not excessively.
The amount of res phantoms get has typically been X times the amount of players in the game. this is the flawed math that has made low # of players always lose vs phantoms. Because in a 3 player phantom game, the phantom gets 3X to fight 2 opponents. That's 3 per 2. In an 8 player phantom game, the phantom gets 8X to fight 7 opponents, that's 8 per 7. You can see how this is not even proportional (not to mention the question of whether it being proportional is even the way to go). So be aware of this, and don't count the phantom as an opponent--i.e. give the phantom an advantage proportinoal to how many opponents they have.
In fact, you may also want to detect which players are incompetant and only count them has half opponents for purposes of the advantage calculation. The phantoms advantage could be +2 per competent opponent, +1 per the rest. Incompetent players would be ones that start the game really slowly and proceed to follow a worthless, easily killable pattern.
You can also make eliminated players not count as opponents anymore. and make the phantom stop getting res after he is down to 1 opponent. Seems fair enough. Of course to make this worthwhile you may want to help players be eliminated in a more timely manner as well. You could make it so players who have no chance of really contributting could be eliminated. This is really necessary for those annoying games where the guy who might be phantom is being kept alive with 1 building or w/e by other people. A few triggers could do this nicely.
These are all things i have thought about or done in my phantom maps, so I just hope some of these innovations will also interest you. They are all (like anti-hack) geared with public games phantomming in mind.
Ok, first off, I want to thank you for being so interested in my map creation. Second of all, I think that my maps anti-hacking triggers all work fine, so far, and there is no need to implicate any more.
The Phantom still has to mine in order to gain minerals. This being said, once he has his main base depleted of ore and gas, he will not gain any more minerals, so he will have to expand.
The part about having it proportional to the number of players in a game is crazy. He has a set amount of gain for each resource he brings to his headquarters. (Command Center/Nexus/Hatchery, Lair, Hive) This is what makes phantom phantom. If you decide to play with 3 people, thats fine, but you know one of them is going to be picked as the phantom and might rush you if you are not careful.
The part about rushing is the same in all of the Phantom games. Its part of the game. If you are playing with 8 players, chances are that rushing will not work, because someone will notice that you have a lot of buildings that can create units or see that you turned off the shared vision. Either way, if a person rushes, chances are, if the host didn't want a rush, that the player who rushes, will be booted from the next game.
I really don't care if someone rushes in my game.
The part about, oh wait, I think I have already explained all of it.
UPDATE: June 29
th, 2008 10:00AM EST (GMT -5)
Ok, Not much has changed between my updates. I have tried out some ways to have a mineral setting system in place in the start of the game. It would be cool if you could post how much you think it should go up to, and how low should it go, for both the ore/gas. I was thinking for Ore= Low/1,500 High/5,000 & Gas= Low/1,500 High/5,000. Let me know what you think of this.
I also have the thought of doing a binary count off system for detecting the ore/gas amount instead of just having a bunch of triggers, although that may save space.
IMPORTANT:
My map is going to be epic. It is 256x256 with almost 1,000+ triggers. The size will be something around the 500kb mark. If you don't already know, I do support Open Source Mapping. My map will have to be compressed to save space. This may or may not appear as being protected in a given editor. Feel free to unprotect it. If and when I release a public copy of the game, It will sadly not have any trigger comments, as well as no Location names. (Location 0 = 000, Location 1 = 001) If you would like to reserve your copy of a uncompressed, trigger commented, Location named version, just PM me here.
Thanks!
None.