Code changes will kick a server out of ranked, as we would have know way of knowing what it does.
Maps will not as of now. Plans may change in the future. Unreal supports servers streaming content to clients, but it is up to admins to use it.
I have what I think is the perfect solution for the problem. If we have all kinds of different settings on modded servers, everyone would agree that those servers can't really be on the same ranking system, depending on what and how much they change in server settings.
So my
solution is to
allow the server to set up their own stats system, using the same functionality as tripwire does. Simply allow for the stats data to be sent to and managed in a different location for a different server.
This way I'm sure modders could design their very own unlocks system meeting their needs. The different communities they can reward players that come on their servers regularly and contribute in a way relevant to that server, with extra weapons and various different items that mods may create.
Every time you would join a different "unranked" server, you could enter on their own ranking system. You would be a new recruit on every server, but you could quickly be rewarded as you play. On top of that, there is another important advantage for the communities and players. Since players have invested in a server by playing on it and levelling their stats on it, they will be
seduced into more mature behaviour, because getting banned will make them lose the invested time for that server.
Wouldn't it be awesome to say hey thanks for playing in a positive way on our server, here is a medal of honor which you can see in game, or here is an upgrade to veteran status, etc.
Wouldn't that be an awesome community building tool? All that freedom for the servers and positive reward for the players! Imo that is how stats systems should be used:
an official ranked system, and from the same backbone,
unofficial server-specific rankings for modded servers and mods.
Thoughts?
That way possibly