Suggestion for antiaimbot

Why not create a antiaimbot module that works in this way.

It could work like the opposite of antiwh:

Send fake player positions, but make these players invisible and unclipped (everyone can walk through invisible players) through some rendering controls.
Move around them randomly, both direction and walk length could be randomized. Make them aim in random directions too, to prevent aimbots from detecting these fake players and ignoring them.

Randomize the height too. This would make some fake players buried but that dosent matter.

The fake T position could be sent to CTs and fake CT positions sent to T, to prevent fake CTs appearing on CTs radar and fake T appearing on Ts radar.

Since these players are unclip, nobody can hit these players with weapons, and they will never appear on your radar as a opponent.

So in short, these fake players, is players that:
Move around randomly
Are invisible
Are noclip (normal players can walk trough these invisible players)
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But the main intent, is that aimbotter's aimbot will lock into these invisible fake players head positions. Since there is so many fake players moving around randomly, their aimbot will be crazy.
The aimbot will lock&shoot on these invisible players that cannot be shot.
This is same for spinbots. The spinbots will shoot at these invisible players, but since they never die, the spinbot will effectively be locked into the faked player.

And some wallhacks, that makes players in bright colors and ovveride eventual rendering controls, will make lots of fake players visible to the hacker...

The problem with this approach is the hack developers could easily add checks for proper render modes etc. It is an interesting idea and would initially have a pretty big impact, but would lose efficacy before long. :\

Appreciate the suggestions, keep them coming!

Maybe use invalid render modes. That are unsupported by game engine. The real game engine probably ignores these invalid render modes and dont display that player, but aimbots that hooks into the game engine will see these fake players...

By having it to randomize the render mode between all invalid render modes every second, aimbot developers cannot implement checks if a player is invisible.
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But the ultimate solution to all cheats is the following:

(This text aimed at game developers:)
Have the server do all the rendering and calculations. Convert it to JPEG/PNG/GIF and send it thorugh VNC or RDP protocol to client. The game client could consist of a custom VNC/RDP client with a copy protection to allow game developer to earn money.
The client has to send all the key customizations to the server, eg the client has to send "A=JUMP, Z=CROUCH" and so on

Then cheats would be a thing of the past. since only a image of the game are sent to client, any aimbot/spinbot cheats would have to work like a captcha decoder and do hard image processing on the game image, and as you might know, captcha are extremely hard to hack.
And wallhacks and speedhacks would be totally impossible to.. No-recoil would be impossible too, since the recoil is calculated by server.