Re: Player Number used for game play. |
Sat, 11 July 2009 09:59 ![Go to previous message Go to previous message](theme/Stars/images/up.png) ![Go to next message Go to previous message](theme/Stars/images/down.png) |
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craebild wrote on Sat, 11 July 2009 05:36 | Serial bombing is available to any alliance of two or more players, even if they are the two players with the highest player numbers, so I would not call serial bombing an exploit, I would call serial bombing proper strategic planning.
Deliberately disrupting tech trade is in my opinion an exploit, though, but it is unfortunately hard to prove.
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I totally agree that serial bombing is not cheating but it is still possible only because the lower race #'d race bombs first. If it were random then it would not be possible.
Using race # is not cheating to disrupt tech trade IMO either though. The disrupting race does not need to have a low race # to do this - you just need to send in the "scrappers" to the lowest race involved in the W/L operation. eg.
Opponent alliance: races 4 & 7
Your race # = 9
The W/L battles obviously involve races 4,7
"Scrappers" sent to race 4 involve races 4,9
You need to engage race 4 (the lowest race # involved in both) with lower fleet #s than the ones involved in the W/L operation & NOT race 4 bases since battles against fleets occur before those against a base only.
Also, if your race # is high but your ally has a lower race # than the enemy allied ones then your ally could send in any piece of chaff while you send in the disrupting "scrappers". In this case your ally's fleet #s determine the order of battles & the fleet #s of the enemy alliance are immaterial.
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