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Re: Known Cheats Tue, 22 April 2014 05:36 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
neilhoward wrote on Sun, 20 April 2014 22:45
skoormit wrote on Sun, 20 April 2014 12:17
neilhoward wrote on Sun, 20 April 2014 14:02
Adding chaff to a DD is not cheaper than using 5x DD.


Huh? How is one DD plus one chaff not cheaper than 5 DD?

Construction cost vs Sweeping capacity, micromanagement, longevity, reusability, resources and minerals lost with use, maximum fleet capacity, etc.

If mine damage dodge is allowed, the chaff-DD combo can be useful for very specific applications, making specific sweeping/interdiction tasks cheaper/easier. When fighting an SD, the usefulness of this tactic increases, but the application narrows. Similarly if mine damage allocation is allowed, the FF-DD combo has specific applications (eg long range/longe duration) where usefulness makes up for increased cost per sweeping capacity. Using chaff for crash sweeping is by far the most expensive way to sweep a field, but works great for when the package needs to get there on time Wink

The 1xChaff-1xDD combo is like reactive armour: single use disposable.
The 1xFF-4xDD combo is like ablative armour: multi use disposable or reusable.




reactive armour can be incredibly effective... And in this case it is significantly beneficial.
The issue tends to go away later in the game (because it's common enough to use sweepers than can take a hit, which also allows them to club together to fight off interceptors, or even the previous generation of beam warship), but it is still useful to allow someone to slam into a (detonating) minefield with a "losable" sweeper, and get at least one year of deep sweeping.

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Re: Known Cheats Tue, 22 April 2014 17:41 Go to previous messageGo to next message
neilhoward

 
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agreed

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Re: Known Cheats Thu, 22 May 2014 07:32 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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To try and wrench this thread back to its intended purpose, I have the following rules proposal. I propose these only as standard rules; if somebody wants to play by MA's preferred rules, they can. The point of this list is not to constrain, but to simplify: the use of this list means you only have to list the differences between a game's proposed rules and the list rather than listing the full set of bans.

(I've taken the liberty of giving actual prescribed rules surrounding these bugs - please review these rules and tell me if there's any mistakes I made or if I missed something.)

Without further ado:

Stars! AutoHost standard rules (proposed)


Permissible race designs
- Races with the primary racial trait "Claim Adjuster" must take immunity to at least two environmental variables.
- Races with the primary racial trait "Jack of All Trades" must not take the lesser racial trait "No Advanced Scanners".
- In games not using the game option "Accelerated BBS Start", races with the primary racial trait "Hyper-Expansion" must take a listed colonist growth rate of 10% or less.

Chaff - Permitted
- You may use large numbers of weak ships to draw missile fire.

Split fleet dodge - Permitted
- You may subdivide a fleet, and redirect the subfleets to different waypoints, even if the fleet is under pursuit.

Repair after gating - Permitted
- You may give a fleet orders to move at warp "Use Stargate" with the waypoint task "Merge into Fleet".

False Public Player Scores - Permitted
- You may use the waypoint-1 task "Load Colonists" and the waypoint-0 task "Unload Colonists".

Warp 10.04 - Permitted
- You may set waypoints in such a manner that a ship travels more distance than the listed maximum of its warp number.

Improved Starbases trumps Interstellar Traveller gate-scanning - Permitted
- You may take the lesser racial trait "Improved Starbases".

Exploding minefield dodge - Banned with exceptions
- If your race has the primary racial trait "Space Demolition", you should not move ships with the "Mini Mine Layer" or "Super Mine Layer" hulls to a location that you know to be in a) one of your exploding Standard minefields and also in b) a Standard minefield of an opposing "Space Demolition" race with a higher player number than your own. If you believe you have a valid reason to give such an order, contact the game's host; their decision is final.

North-South minefield immunity - Banned with exceptions
- You may not set consecutive waypoints directly North or South of each other, unless both waypoints are at planets.

Battle board overload - Soft-banned
- If a token under your control is excluded from a battle due to the 256-token limit, you must immediately scrap the fleet containing that token.

Ultimate Recycling/Cheap Engines scrapping - Banned
- You may not scrap ships for more minerals or resources than it cost to build them.

0.2% minimum damage - Banned
- You may not assemble a collection of fleets at a single location that is capable of firing more than 100 torpedo/missile salvos per round of battle.

Cheap starbase - Banned
- You may not edit a starbase design while instances of that design are in any of your planets' production queues.

Mineral upload - Banned
- You may not upload minerals from a planet to another player's fleet without their consent. You may not consent to an upload of minerals to your fleet that is greater than that fleet's cargo capacity.

Target list overload - Banned
- You may not have more than 100 fleets in the same location. If you send 101 or more fleets to the same location, you must give "Merge into Fleet" orders such that there will be 100 or fewer fleets in that location at the end of the turn.

Space Dock Armour slot buffer overflow - Banned
- If you have the lesser racial traits "Regenerating Shields" and "Improved Starbases", you may not design any starbase base
...

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Re: Known Cheats Thu, 22 May 2014 15:17 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Thu, 22 May 2014 13:32
Stars! AutoHost standard rules (proposed)

A pretty good try, mostly, I'd say. Cool


Quote:
Permissible race designs
- Races with the primary racial trait "Claim Adjuster" must take immunity to at least two environmental variables.
- Races with the primary racial trait "Jack of All Trades" must not take the lesser racial trait "No Advanced Scanners".
- In games not using the game option "Accelerated BBS Start", races with the primary racial trait "Hyper-Expansion" must take a listed colonist growth rate of 10% or less.

This has no business inside the "Standard". It isn't even close to any average "racial restrictions" used in most games. Shocked


Quote:
False Public Player Scores - Permitted
- You may use the waypoint-1 task "Load Colonists" and the waypoint-0 task "Unload Colonists".

Same as above. Rolling Eyes


Quote:
Warp 10.04 - Permitted
- You may set waypoints in such a manner that a ship travels more distance than the listed maximum of its warp number.

And now we'll go around creating "new" cheats out of simplest game mechanics? Confused


Quote:
Battle board overload - Soft-banned
- If a token under your control is excluded from a battle due to the 256-token limit, you must immediately scrap the fleet containing that token.

And then everybody will be wondering why their game hard-crashed irrecoverably a few turns later. Laughing


Quote:
0.2% minimum damage - Banned
- You may not assemble a collection of fleets at a single location that is capable of firing more than 100 torpedo/missile salvos per round of battle.

Whoa! And that's supposed to cover most cases with big fleets and large empires gating/gathering defenders? 2 Guns


Quote:
Mine damage dodge - Banned
- You may not arrange your ship designs in such a manner that fleets can survive hitting a mine while taking less damage than the mine type's listed "Min damage done to fleet".

And this is supposed to cover all cases of so-called "tanking" too? Or will "tanks" be "soft-banned"? Or perhaps not banned at all? Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Thu, 22 May 2014 16:21 Go to previous messageGo to next message
Anonymous Coward
May I comment on some of your ideas?

You have clearly written:
magic9mushroom wrote on Thu, 22 May 2014 13:32
The point of this list is not to constrain, but to simplify

In the light of the above, I must say I disagree with the following:
magic9mushroom wrote on Thu, 22 May 2014 13:32
Permissible race designs
- Races with the primary racial trait "Claim Adjuster" must take immunity to at least two environmental variables.
- Races with the primary racial trait "Jack of All Trades" must not take the lesser racial trait "No Advanced Scanners".
- In games not using the game option "Accelerated BBS Start", races with the primary racial trait "Hyper-Expansion" must take a listed colonist growth rate of 10% or less.

This rule is a prime example of constraining race-design possibilities. True, the listed combinations do have the potential of growing more powerful than other races economically, but then, winning the game is not always all about economy.

And now, my thoughts on the other rules:
Quote:
Chaff - Permitted
- You may use large numbers of weak ships to draw missile fire.

The obvious chaff rule. I'd say it should be permitted, but optional - some games may benefit more from banning chaff.

Quote:
Split fleet dodge - Permitted
- You may subdivide a fleet, and redirect the subfleets to different waypoints, even if the fleet is under pursuit.

No questions here. "Scattering" forces when under attack has always been a valid rule, especially that latest Stars! versions handle this kind of situation better than previous versions.
Quote:
Repair after gating - Permitted
- You may give a fleet orders to move at warp "Use Stargate" with the waypoint task "Merge into Fleet".

This is exploiting a loophole, and truth be told, there's no serious reason, other than community consensus, to have it permitted. Still, if all players are allowed to do so, the game remains fair to everyone, so there's no harm done.
Quote:
False Public Player Scores - Permitted
- You may use the waypoint-1 task "Load Colonists" and the waypoint-0 task "Unload Colonists".

As above. It's another loophole exploit, but if all players can exploit it to the same effect, then why not.

Quote:
Warp 10.04 - Permitted
- You may set waypoints in such a manner that a ship travels more distance than the listed maximum of its warp number.

As above. Another limitation of the game engine that everyone can exploit with equal ease - assuming they can be bothered to micromanage fleet movement so much.

Quote:
Improved Starbases trumps Interstellar Traveller gate-scanning - Permitted
- You may take the lesser racial trait "Improved Starbases".

This is where we enter the gray area. Technically, every IT is at a disadvantage as long as another player has ISB and builds 150/600 gates. Still, keeping to these gates once 300/500 is available limits the player in question in terms of stargate travel capacity. Plus, banning ISB limits race design too much. I can agree with it being permitted.

Quote:
Exploding minefield dodge - Banned with exceptions
- If your race has the primary racial trait "Space Demolition", you should not move ships with the "Mini Mine Layer" or "Super Mine Layer" hulls to a location that you know to be in a) one of your exploding Standard minefields and also in b) a Standard minefield of an opposing "Space Demolition" race with a higher player number than your own. If you believe you have a valid reason to give such an order, contact the game's host; their decision is final.

I understand the game engine works like this: a SD player's minelayer is in deep space where two standard minefields overlap. Both players decide to detonate their fields. The lower number player's field detonates first, the game checks that the minelayer is in own fields and sets the immunity flag on the minelayer, which prevents the higher number player's field from harming the minelayer. This does not work
...

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Re: Known Cheats Thu, 22 May 2014 16:31 Go to previous messageGo to next message
dlrichert is currently offline dlrichert

 
Chief Warrant Officer 1

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magic9mushroom wrote on Thu, 22 May 2014 07:32

0.2% minimum damage - Banned
- You may not assemble a collection of fleets at a single location that is capable of firing more than 100 torpedo/missile salvos per round of battle.


Most of the others seem resonable with maybe a few tweaks in language but this one seems very restricting. Only takes six torpedo/missle BB to break the rules. More than these numbers are common in a game.

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Re: Known Cheats Thu, 22 May 2014 17:17 Go to previous messageGo to next message
nmid

 
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Messages: 1608
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Isn't 1 salvo considered as (0-...) torps per slot per token?
Token = 1 separate token on the batleboard..
slot = weapon slot on the ship design.

So considering the 6 BB are individual tokens, it would only be 5 slots per BB * 6 BBs = 30 salvos in total...
As I understand it, the number of torpedoes/missiles doesn't matter.. only the slots do.
I think that's why DDs with a possible 3 tokens each are better than BBs in this case?


[Updated on: Thu, 22 May 2014 17:19]




I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Known Cheats Thu, 22 May 2014 18:31 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
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m.a@stars wrote on Fri, 23 May 2014 05:17
magic9mushroom wrote on Thu, 22 May 2014 13:32
Stars! AutoHost standard rules (proposed)

A pretty good try, mostly, I'd say. Cool


Thank you.

Quote:
Quote:
Permissible race designs
- Races with the primary racial trait "Claim Adjuster" must take immunity to at least two environmental variables.
- Races with the primary racial trait "Jack of All Trades" must not take the lesser racial trait "No Advanced Scanners".
- In games not using the game option "Accelerated BBS Start", races with the primary racial trait "Hyper-Expansion" must take a listed colonist growth rate of 10% or less.

This has no business inside the "Standard". It isn't even close to any average "racial restrictions" used in most games. Shocked


Standard is CA Banned JoAT may not take NAS, I know. But I don't see the harm in allowing bi-immune CA; it enriches the game by unbanning as much stuff as possible while keeping the ubermonster CAs out.

Supergrowth HE has been proven to be overpowered in a non-AccBBS setup.

Quote:
Quote:
False Public Player Scores - Permitted
- You may use the waypoint-1 task "Load Colonists" and the waypoint-0 task "Unload Colonists".

Same as above. Rolling Eyes


Well, the problem here is that the exploit literally consists of those orders. If you use those orders, you are using the exploit. Banning the exploit is the same as banning those orders.

Quote:
Quote:
Warp 10.04 - Permitted
- You may set waypoints in such a manner that a ship travels more distance than the listed maximum of its warp number.

And now we'll go around creating "new" cheats out of simplest game mechanics? Confused


We've been over this. "max = 81" implies a check for "=< 81", whereas the check is in fact "< 82". It's definitely an unintuitive "feature", but it's considered commonplace and permissible. Sticking it in the list can't hurt.

Quote:
Quote:
Battle board overload - Soft-banned
- If a token under your control is excluded from a battle due to the 256-token limit, you must immediately scrap the fleet containing that token.

And then everybody will be wondering why their game hard-crashed irrecoverably a few turns later. Laughing


???

Quote:
Quote:
0.2% minimum damage - Banned
- You may not assemble a collection of fleets at a single location that is capable of firing more than 100 torpedo/missile salvos per round of battle.

Whoa! And that's supposed to cover most cases with big fleets and large empires gating/gathering defenders? 2 Guns


Yeah, this one was a kludge. But I'm honestly not sure where else to draw the line.

Quote:
Quote:
Mine damage dodge - Banned
- You may not arrange your ship designs in such a manner that fleets can survive hitting a mine while taking less damage than the mine type's listed "Min damage done to fleet".

And this is supposed to cover all cases of so-called "tanking" too? Or will "tanks" be "soft-banned"? Or perhaps not banned at all? Sherlock


Not covering that. If you want it added to the rules of games you play, go ahead. But since none of us even understand what you're talking about, I can't exactly write it up into my proposal, can I?

Loucipher wrote on Fri, 23 May 2014 06:21
May I comment on some of your ideas?

You have clearly written:
magic9mushroom wrote on Thu, 22 May 2014 13:32
The point of this list is not to constrain, but to simplify

In the light of the above, I must say I disagree with the following:
magic9mushroom wrote on Thu, 22 May 2014 13:32
Permissible race designs
- Races with the primary racial trait "Claim Adjuster" must take immunity to at least two environmental variables.
- Races with the primary racial trait "Jack of All Trades" must not take the lesser racial trait "No Advanced Scanners".
- In games not using the game option "Accelerated BBS Start", races with the primary
...



[Updated on: Fri, 23 May 2014 00:16]

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Re: Known Cheats Fri, 23 May 2014 05:04 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Messages: 957
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The initial intent was to reclassify one "exploit" and to clarify one other.

I am not sure that racial restrictions fit in this list, although a list of "common restrictions"/"game types" could be a useful additional page.

Prescription around penalties is also probably not required in this list, I think something like a guideline to hosts e.g.:
"Penalties will normally be intended to rebalance the game in question, punitive measures may be taken if the exploit is deemed to have been used deliberately."

Bugs which have been fixed (UR/CE) seem a bit pointless as well (I know it's still in the canonical list)

You also seem to have tripped over yourself in trying to define hard limits for some of the bugs/exploits listed.


[Updated on: Fri, 23 May 2014 05:05]

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Re: Known Cheats Fri, 23 May 2014 05:18 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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m.a@stars wrote on Thu, 20 February 2014 22:19
Altruist wrote on Thu, 20 February 2014 19:34
[*] 1.1 Chaff

Not exactly a bug, as the Jeffs explicitly said it was a feature of the battle engine they didn't consider a problem. Rolling Eyes


At least one of the Jeffs said the same about the 1/512 min damage bug...

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Re: Known Cheats Fri, 23 May 2014 06:07 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XAPBob wrote on Fri, 23 May 2014 11:18
m.a@stars wrote on Thu, 20 February 2014 22:19
Altruist wrote on Thu, 20 February 2014 19:34
[*] 1.1 Chaff

Not exactly a bug, as the Jeffs explicitly said it was a feature of the battle engine they didn't consider a problem. Rolling Eyes


At least one of the Jeffs said the same about the 1/512 min damage bug...

URL? IIRC, they did consider min damage a problem, but one that was too hard to fix. Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Fri, 23 May 2014 06:49 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
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m.a@stars wrote on Fri, 23 May 2014 20:07
XAPBob wrote on Fri, 23 May 2014 11:18
m.a@stars wrote on Thu, 20 February 2014 22:19
Altruist wrote on Thu, 20 February 2014 19:34
[*] 1.1 Chaff

Not exactly a bug, as the Jeffs explicitly said it was a feature of the battle engine they didn't consider a problem. Rolling Eyes


At least one of the Jeffs said the same about the 1/512 min damage bug...

URL? IIRC, they did consider min damage a problem, but one that was too hard to fix. Sherlock


http://wiki.starsautohost.org/wiki/Known_Bugs#0.2.25_Minimum _Damage

Quite difficult to find.

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Re: Known Cheats Fri, 23 May 2014 06:51 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Messages: 957
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I was scanning again and read:
Quote:
Blue Turbit noted:
Jeff McBride -Oct 4 2000, 2:00 am on r.g.c.s.:
This is *not* a bug and will not change for 2.7k. It is part of the architecture of the original Stars! battle engine. If you don't want 500 alpha torpedoes to be able to destroy 30,000 Nubians, don't put your 30,000 Nubians all in one fleet.


Fuller quote from Jeff:
Quote:
This is *not* a bug and will not change for 2.7k. It is part of the
architecture of the original Stars! battle engine. If you don't want 500
alpha torpedoes to be able to destroy 30,000 Nubians, don't put your 30,000
Nubians all in one fleet.

Note: There are no similar limitations or arbitrary damage values in Stars!
Supernova Genesis. The battle engine is all new.

Jeff

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Re: Known Cheats Fri, 23 May 2014 06:54 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Fri, 23 May 2014 00:31
Standard is CA Banned JoAT may not take NAS, I know. But I don't see the harm in allowing bi-immune CA; it enriches the game by unbanning as much stuff as possible while keeping the ubermonster CAs out.

Supergrowth HE has been proven to be overpowered in a non-AccBBS setup.


As XAPBob said. Also, even if it's frequent to restrict certain races, not everybody does it, and not everybody who does uses the same kinds of restrictions. Work at computer


Quote:
Well, the problem here is that the exploit literally consists of those orders. If you use those orders, you are using the exploit. Banning the exploit is the same as banning those orders.

Most games don't use PPS anyway, and when they do I've seen their Hosts dislike such tricks. So, again, far from standard. Deal


Quote:
We've been over this. "max = 81" implies a check for "=< 81", whereas the check is in fact "< 82". It's definitely an unintuitive "feature", but it's considered commonplace and permissible. Sticking it in the list can't hurt.

Good for clarification purposes. Not so good, IMHO, to throw this in the same basket as real exploits. Hit over head

Quote:
Quote:
And then everybody will be wondering why their game hard-crashed irrecoverably a few turns later. Laughing


???

The only 2 instances where I've seen games crash so hard they had to be rolled back several turns both had seen BattleBoard Overload in previous turns. Far from ironclad evidence, I know, but nevertheless important. The only way I'd recommend to "fix" this nasty bug would be to rearrange fleet orders so it didn't happen and regen. Confused


Quote:
Yeah, this one was a kludge. But I'm honestly not sure where else to draw the line.

Well, for starters I'd wait until some battle actually triggered the bug, someone got harmed by it, and someone else benefited. *Then* I'd trust the Host to either rebalance the game by dealing some proportional penalty or rearrange fleet orders so it didn't happen and regen. Fire bounce


Quote:
Not covering that. If you want it added to the rules of games you play, go ahead. But since none of us even understand what you're talking about, I can't exactly write it up into my proposal, can I?

Fair enough, considering it wouldn't be everybody's "standard" anyway. Laughing

But perhaps in the same spirit of many of your proposed rules, we could write a rule saying: Mine damage "tanking" - Banned with exceptions Rolling Eyes


Quote:
I believe you are misunderstanding. I'm saying that these should be the standard bans (the current most popular is, I believe, "CA Banned, JoaT may not take NAS"), but any game can of course modify them.

Just to nitpick a bit more, there's no such thing as "standard race bans", and if someone has misunderstood what you meant then you might need to reword things a little. Whip


Quote:
As I said, the entire list is optional. The point of having a standard list is that you only need to list changes from it instead of listing every single rule.

For such a list to be really useful and "standard" it needs to be closer to a minimum commonly acceptable set of "rules", much like what you say here:

Quote:
The point of the list is to attempt to codify "community consensus", so you don't have to write out "repair after gating permitted" in every game description.

Lurking


Quote:
I guess? IDK, I'd like to hear a little more discussion about this. The guarantee of (256/#players) tokens does mean that you're not going to see this unless you yourself have a vast number of tokens in the battle.

For starters, identify who caused the bug, and who benefited from it (if it's not the same player) before discussing possible penalties, which may also vary greatly depending on how the battle went. Sherlock


Quote:
This is the most concise specification of the proscribed behaviour. It can theoretically be done with components other than engines (miniaturisation - if one player has vastly higher tech than the other, then the low-tech pla
...




So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Fri, 23 May 2014 07:02 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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m.a@stars wrote on Fri, 23 May 2014 11:54

Quote:
Chaff sweeping can trigger this bug. I know, because I accidentally did it myself in Tenderfoot (I chaffswept Nmid's minefield with ~180 fleets, but most survived, causing my main fleet to become untargetable). The proper way to chaffsweep without running afoul of the bug (or this restriction) is to send most of the chaff to points a couple of lightyears past the target planet

Which also avoids the "BattleBoard Overload". 2 Guns Yes

Unless the person targetted the fleet, which of course then got split, so they target a chaff and arrive with all the chaff at some random point.

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Re: Known Cheats Fri, 23 May 2014 07:07 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
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Quote:
This is *not* a bug and will not change for 2.7k. It is part of the
architecture of the original Stars! battle engine. If you don't want 500
alpha torpedoes to be able to destroy 30,000 Nubians, don't put your 30,000
Nubians all in one fleet.

Note: There are no similar limitations or arbitrary damage values in Stars!
Supernova Genesis. The battle engine is all new.

Jeff

I could have sworn the Jeffs had at some point elaborated more on the issue. Certainly the original wording is quite strong. Makes one wonder if they were actually happy that something existed to keep humongous unbeatable tokens in check. Shocked



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Fri, 23 May 2014 07:10 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XAPBob wrote on Fri, 23 May 2014 13:02
Unless the person targetted the fleet, which of course then got split, so they target a chaff and arrive with all the chaff at some random point.

Heh. Happened to me more than once, on both sides of the pursuing. Luckily chaffsweeps rarely require 200+ separate fleets, but indeed most of the time fleet targeting sucks. Wall Bash



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Fri, 23 May 2014 16:23 Go to previous messageGo to next message
Anonymous Coward
m.a@stars wrote on Fri, 23 May 2014 13:07
Quote:
This is *not* a bug and will not change for 2.7k. It is part of the
architecture of the original Stars! battle engine. If you don't want 500
alpha torpedoes to be able to destroy 30,000 Nubians, don't put your 30,000
Nubians all in one fleet.

Note: There are no similar limitations or arbitrary damage values in Stars!
Supernova Genesis. The battle engine is all new.

Jeff

I could have sworn the Jeffs had at some point elaborated more on the issue. Certainly the original wording is quite strong. Makes one wonder if they were actually happy that something existed to keep humongous unbeatable tokens in check. Shocked

In my book, this quote from Jeff is enough to actually advocate against banning the 0,2% minimum damage exploit, and for several reasons.

The first reason: you're not really going to be able to prevent it from happening anyway, no matter how hard you try. A beam chaff lucky enough to wander next to a big stack of Nubs with their shields down can make his puny x-ray laser surpass the antimatter pulverizer in terms of armor damage. As I wrote earlier, I saw that with my own eyes. A handful of single outdated Jihad cruisers can damage such a stack for much more damage than their missiles would normally do, simply by virtue of a single ship hitting a very high armor stack. Are you going to topple over your game simply because every once a while, a weapon will deal more damage than it should? Anyway - usually, these things happen without deliberate intent of players involved, and they don't change the outcome that much. A host is responsible for identifying situations that constitute blatant abuse of this programming oddity.
My rule does not serve to plug the gap completely - I know it's not going to prevent this bug from happening by virtue of sufficiently large armor stacks being fired upon by sufficiently weak salvos. My rule serves to discourage players who might want to use the simplest weapons in order to exploit this, thereby creating a completely unrealistic effect of "spears killing tanks", and paying too little in minerals and resources for a big gain in damage inflicted. If we can't avoid it, we can minimize it, and we can at least force the players to pay more Iron and resources for less of an exaggerated effect.
The second reason: the increased armor damage from many small groups of ships attacking one huge crowd of ships is actually a thing that can be reasonably explained. Since the Stars! battle board is two-dimensional, we have learned to view the battles as such. This is not the case, as the space is really three-dimensional. One can imagine a horde of 30k Nubians being actually a big cloud of ships taking up one heck of a lot of space. If this cloud is then fired upon from all sides by small groups of missile ships, all hell can break loose: virtually all missiles hit something in a densely packed mob of ships, and the ships also collide with each other as they attempt evasive maneuvers, inflicting further damage upon each other. Dividing up the force into smaller "squadrons", as can be reasonably expected of a star commander in charge of such a big task force, limits the damage, allows for greater control over ships' positions in space, and lets the attacking force contain the small groups easily (they can send a few smaller detachments to deal with the attacks coming from different vectors).
Which leads us to...
... the third reason: the Jeff himself stated the counter to this tactic, which is easy enough to introduce, and available to any and all. Divide up your forces, include some gatling-armed fleets in the mix, and you need not fear 0,2% min-damage bug. Since the counter is freely available to all players regardless of their PRT, there's no need to ban something that can be countered.
...

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Re: Known Cheats Fri, 23 May 2014 17:46 Go to previous messageGo to next message
Anonymous Coward
Another go at M9M's arguments.
First, the three topmost statements:
magic9mushroom wrote on Fri, 23 May 2014 00:31
I believe you are misunderstanding. I'm saying that these should be the standard bans (the current most popular is, I believe, "CA Banned, JoaT may not take NAS"), but any game can of course modify them.
(...)
As I said, the entire list is optional. The point of having a standard list is that you only need to list changes from it instead of listing every single rule.
(...)
The point of the list is to attempt to codify "community consensus", so you don't have to write out "repair after gating permitted" in every game description.

You're clearly aiming at a set of "standard" (or "default", if you wish) game settings. If that's indeed your aim, then I must disagree with putting any restrictions on race design. After all, what's the point of setting a standard if it bans certain races or indeed allows playing just one, strictly defined, set of races? I imagine you'd rather want your standard to accomodate all possible game types. As such, it'd need to address only the things that can happen in any game (as most of the bugs/exploits would).

Quote:
You misunderstand the bug. The gates used by the ISB player are irrelevant. It's the IT player's own 150/600 gates and any/800 gates that cannot gatescan opposing ISB gates (of any sort).

Yes, you're right. I mixed up whose gates trigger this bug. All the more a reason not to block it - a conscious IT player would just need to remember to put up at least one stargate other than these two types, for gate-scanning purposes. If one can work around it, why ban it?



Quote:
It is often tactically necessary for a minelayer to duck into its own exploding minefield to kill pursuers. If the entire area is covered in an opposing SD's minefield, the bug is unavoidable without unfairly compromising the options of the lower-number SD. I agree that the exploit is unfair, but allowing the higher-number SD to push the lower-number one around with the threat of the exploit is also unfair.

For starters, a ship pursuing the minelayer with the intent to kill it in battle is most certainly not built using the minelaying hull - these hulls lack weapon slots. Any armed ship entering the detonating minefield is vulnerable no matter which player's field it is.
The only situation I can think of is that two minelayers of the opposing players swamp each other in detonating minefields (this is possible as they don't sweep each other's fields, because they are not armed). The minelayer of the lower number player is immune to detonation (because his own field detonates first), whereas the higher number player's minelayer is not. The obvious solution is this: all minelayers caught in an enemy exploding minefield must attempt to get clear of that field next turn (either by moving away, or by sweeping the opponent's field). If they fail, they must be scrapped next turn. This should not limit the minelayers' ability to maintain their own exploding field (they can add mines to it from anywhere inside the field), and getting out should not be overly difficult (since they can move two warps higher than normal through enemy minefields).

Quote:
You can't see all enemy minefields. Going due North/South in a warzone, even if you can't see the minefields that are potentially there, is still clearly an issue. Probably should add an exception for targetting fleets, though - as fleets move, the exploit can't be used deliberately when pursuing fleets.

If the host checks and finds that the player was unaware of the field in question, he may let it pass. Or not. Obviously, no need to raise a fuss when the minefield was not there. Planets can sometimes end up directly N or S of each other, we can't help that, unless the .xy is remapped prior to starting the game (in this case it should be easy to spot planets sharing the same X coordinate, and nudging one of them out a bit to the side).

Quote:
I guess? IDK, I'd like to hear a little more discussi
...

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Re: Known Cheats Sat, 24 May 2014 01:40 Go to previous messageGo to next message
neilhoward

 
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magic9mushroom wrote on Thu, 22 May 2014 04:32
To try and wrench this thread back to its intended purpose, I have the following rules proposal. I propose these only as standard rules; if somebody wants to play by MA's preferred rules, they can. The point of this list is not to constrain, but to simplify: the use of this list means you only have to list the differences between a game's proposed rules and the list rather than listing the full set of bans.


Nice idea, but rather counterproductive as a standard. As you can see from the responses, modifying your list might be more work for a host than just writing their own. If someone (or group) wrote out each options (and perhaps alternate rationals) for each point that comes up, hosts could just copy and paste. That would be super handy. Much of your phrasing is very good, and would serve this well. I have referenced Altruist this way many times.

This is definitely productive for getting folks to think about some rules assumptions and justifications.

I would recommend you try to finish some of the games you start, and then maybe try hosting a couple games. Both of these things would give some good perspective. With your knowledge of the game, I am sure you would be a great host if you chose to see it through to the end.

my 2 cents

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Re: Known Cheats Sat, 24 May 2014 15:18 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Loucipher wrote on Fri, 23 May 2014 22:23
Are you going to topple over your game simply because every once a while, a weapon will deal more damage than it should? Anyway - usually, these things happen without deliberate intent of players involved, and they don't change the outcome that much. A host is responsible for identifying situations that constitute blatant abuse of this programming oddity.

Wholeheartedly agree. Cheers


Quote:
My rule serves to discourage players who might want to use the simplest weapons in order to exploit this, thereby creating a completely unrealistic effect of "spears killing tanks", and paying too little in minerals and resources for a big gain in damage inflicted.

Perhaps the Host's "death frown" would be discouraging enough. Simple rules have the unfortunate side-effect of prodding "creative" players to try and circumvent them. Whip


Quote:
The second reason: the increased armor damage from many small groups of ships attacking one huge crowd of ships is actually a thing that can be reasonably explained. Since the Stars! battle board is two-dimensional, we have learned to view the battles as such. This is not the case, as the space is really three-dimensional. One can imagine ...

Me likes the explanation. Imagination for teh win! Cool



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Sat, 24 May 2014 15:21 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Loucipher wrote on Fri, 23 May 2014 23:46
Yes, you're right. I mixed up whose gates trigger this bug. All the more a reason not to block it - a conscious IT player would just need to remember to put up at least one stargate other than these two types, for gate-scanning purposes. If one can work around it, why ban it?

Remember he wants to *allow* it. Lurking


Quote:
Been there, done that myself. By the way - chaffsweeping won't work with the method I thought of. Splitting chaff, sending one into the field, and have the rest follow and merge it will... surprise! - result in a WP0 merge of all chaff, and hitting the field en masse, resulting in all chaff dead, and minimal dent in the field.

Laughing



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Sun, 25 May 2014 00:52 Go to previous messageGo to next message
dlrichert is currently offline dlrichert

 
Chief Warrant Officer 1

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nmid wrote on Thu, 22 May 2014 17:17
Isn't 1 salvo considered as (0-...) torps per slot per token?
Token = 1 separate token on the batleboard..
slot = weapon slot on the ship design.

So considering the 6 BB are individual tokens, it would only be 5 slots per BB * 6 BBs = 30 salvos in total...
As I understand it, the number of torpedoes/missiles doesn't matter.. only the slots do.
I think that's why DDs with a possible 3 tokens each are better than BBs in this case?


In that case I agree. 34 DD's still limiting. Was there a reason to ban all classes of torpedoes/missles? If applied to only alpha and beta torps then that would bring more on board.

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Re: Known Cheats Sun, 25 May 2014 06:30 Go to previous messageGo to next message
nmid

 
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dlrichert wrote on Sun, 25 May 2014 10:22

In that case I agree. 34 DD's still limiting. Was there a reason to ban all classes of torpedoes/missles? If applied to only alpha and beta torps then that would bring more on board.


The low number made me pause for a min... and then I went back in the thread to recheck what's going on.

[quote title=dlrichert wrote on Fri, 23 May 2014 02:01]magic9mushroom wrote on Thu, 22 May 2014 07:32

0.2% minimum damage - Banned
- You may not assemble a collection of fleets at a single location that is capable of firing more than 100 torpedo/missile salvos per round of battle.


This is an excessive limitation... or inaccurate calculation.
100 salvos will only do 20% max damage.
500 salvos are reqd, with each doing 0.2% damage, which leads to a 100% hit to armor.
Thus you need 167 DDs + spare change to take care of any inaccuracies to fully destroy a stack.




I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: Known Cheats Mon, 26 May 2014 17:34 Go to previous messageGo to previous message
skoormit is currently offline skoormit

 
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nmid wrote on Sun, 25 May 2014 05:30

Thus you need 167 DDs + spare change to take care of any inaccuracies to fully destroy a stack.


"Spare change" is pretty significant here, since this tactic will be accomplished with alpha/beta torps. Even with a nexus, betas have only 73% accuracy. So your spare change is another 37% of your original cost.

Of course, 229 beta dds is still spare change against the cost of a nubian stack...



What we need's a few good taters.

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