Totally true; what I would've done in there is to simply check for the level difference between the toons; and as K1 are the kills, if the difference is acceptable the kill would count, else, it simply wouldn't count.
As for your suggestion there, I actually believe it is quite good, because that way the cheater would be penalized by reversing what he/she is doing, and by adding a level range, while the kill is accomplished, the K1 instead of becoming
K1 + 1, could become
K1 - 1; or make it
K1 = K1 so that there is simply no kill and add a
K2 = K2 + 1 so that they actually earn a death
So basically a more elaborated script would take this into account and show something like:
Code:
If (lvl1 > lvl2) then
If ((lvl1 - lvl2) > (allowed range)) then
K1 = K1 + 1
elseif ((lvl1 - lvl2) > (medium allowed range)) then
K1 = K1
elseif ((lvl1 - lvl2) > (penalized range)) then
K1 = K1 - 1;
K2 = K2 +1
Where lvl1 would be the level of the attacker and lvl2 the level of the "token" toon used to get kills.