I am developing a "city building" type of browser based flash/flex game. I was checking some of the implementation of existing one of the popular games in facebook using decompilers. I noticed they have implemented the loot algorithm the client side and sending the loot item to the server which I think is not cheat safe.
Knowing the fact that there are cheaters every where and it is easy to manipulate the messages and send the best loot always, is there any way we can counter this type of cheats?
I dont have a concrete solution designed for it yet but I am thinking to track the drops by maintaining the loot history.
So instead of mere updating the resources/inventory, I will implement a logic which will compare the loot with history to see if the player is receiving the rare drops excessively and flag the user or take a smart decision (which I don't have yet)
Is it a good idea to implement the loot algorithm in the server side? Since this is "city building" kind of game, where it will not have extensive user actions like in typical RPG games which can trigger loot events.