Help with Network Ownership

Hello, I’m trying to make a competitive game where one of the main objectives is for players to push objects. The problem with this however is the Network Ownership is really messing it up for everyone who tests.

Basically, two players trying to push one object means whoever has lower ping gets a huge advantage, normally wouldn’t be too bad of a problem but this game is made to be competitive. I was wondering if there was any fixes to this.

The objects are already low density and practically frictionless. Yet if I give network ownership to the server they are unpushable, so that’s off the table. If I give one player ownership at random then there mineaswell be no competition because its completely unfair, and if I allow roblox to auto assign it then whoever has lowest ping gets a huge advantage.

As I see it, there is no road I can turn to fix this issue, I’m on a completely dead end in this situation. I don’t know what to do and nothing I’ve tried works, so I’m coming here asking for help.

Any ideas really help regardless of if they work or not, anything helps.
My main idea right now is to completely abandon regular pushing and go for a more script option with velocity or something, but I’m still not sure how I would make this good.

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I don’t know if this’ll work, but maybe try adding a .touched connection to the server-owned ball. When a part touches it, store the otherPart’s AssemblyVelocity value and try using Players:GetPlayerFromCharacter() on the part’s parent. If nil, return. Convert the velocity direction from local to world space, then, do a ball:ApplyImpulse(corrected_assembly_velocity).

could you elaborate on the game objective and explain how it should be working in more details?

Sorry for late reply, It doesn’t really matter what the game is about.

In this situation, As an example, lets say two players are playing Football(Soccer), and they are fighting over the ball. They cannot push the ball if the server is the network owner, and if one player is the network owner then the other player cannot push the ball. The problem is whoever has better ping, will always be able to push the ball because they get network priority.

Good solution but I don’t think it’s smooth enough of a solution for various reasons, mainly the lag it puts on the server with multiple objects.