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Re: Known Cheats Mon, 26 May 2014 18:06 Go to previous messageGo to next message
neilhoward

 
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Registered: April 2008
Location: SW3 & 10023
There are some other considerations which limit min damage. If folks are playing with consideration toward battleboard overload and target list overload, that will severely limit the application of min damage. Fleet limit also limits the application (you can only DD min dmg in 1 or two locations at a time). Min dmg is only OP when the fellow using it is way behind in capacity for building ships, and (also because) it is too easy to counter. Also, it is super sweet when fast beam chaff shredders run in and accidentally activate a beam stack overflow because there are too many tokens close together. Newb power!

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Re: Known Cheats Tue, 27 May 2014 00:11 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Messages: 1361
Registered: May 2008
nmid wrote on Sun, 25 May 2014 20:30
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.



20% per round of shooting. If I use 40 delta-equipped Meta-Morphs (200 salvos/turn) to kill your 100 pre-Warp-10 Heavy Blaster BBs (or take your 5,000 AMP Nubians to 1 HP) with the exploit, is this AOK (they get 3 shots; two while the beamers close, and 1 from the 8 computers giving them initiative)?

XAPBob wrote on Fri, 23 May 2014 19:04
Bugs which have been fixed (UR/CE) seem a bit pointless as well (I know it's still in the canonical list)


UR/CE is not fixed.

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


Hmph.

dlrichert wrote on Sun, 25 May 2014 14:52
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.


Any kind of torpedoes or missiles (WHY DOES EVERYONE MISSPELL THAT WORD) can utilise the exploit.

Loucipher wrote on Sat, 24 May 2014 07:46
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).


No.

Situation: Players A and B are SDs. B has a higher player number than A. A has a Super Mine Layer in contested space. B is attempting to kill A's minelayer with a pursuing fleet. There is a nearby minefield belonging to A, which is wholly contained in a minefield belonging to B.

A wants to have A's Super Mine Layer duck into A's own minefield and detonate it to kill the ships chasing it (it will survive a detonation from B's minefield IF B decides to detonate it, and B may not). Unfortunately, this legitimate tactic will cause Exploding Minefield Dodge if B does detonate the minefield. If the simple rule of "don't leave minelayers in stacked exploding fields" is enforced, A is in fact denied a tactical option that B could have chosen were their positions reversed.

Your "obvious solution" doesn't work because A doesn't know whether B will, in fact, detonate the minefield. Knowing that a field exploded last tu
...



[Updated on: Tue, 27 May 2014 00:25]

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Re: Known Cheats Tue, 27 May 2014 02:40 Go to previous messageGo to next message
dlrichert is currently offline dlrichert

 
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[quote title=magic9mushroom wrote on Tue, 27 May 2014 00:11][quote title=nmid wrote on Sun, 25 May 2014 20:30]magic9mushroom wrote on Thu, 22 May 2014 07:32

dlrichert wrote on Sun, 25 May 2014 14:52
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.


Any kind of torpedoes or missiles (WHY DOES EVERYONE MISSPELL THAT WORD) can utilise the exploit.


Shocked


MEsSOles sorry

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Re: Known Cheats Tue, 27 May 2014 11:12 Go to previous messageGo to next message
nmid

 
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magic9mushroom wrote on Tue, 27 May 2014 09:41
nmid wrote on Sun, 25 May 2014 20:30
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.



20% per round of shooting. If I use 40 delta-equipped Meta-Morphs (200 salvos/turn) to kill your 100 pre-Warp-10 Heavy Blaster BBs (or take your 5,000 AMP Nubians to 1 HP) with the exploit, is this AOK (they get 3 shots; two while the beamers close, and 1 from the 8 computers giving them initiative)?


1. You assume that the player is explicitly going to exploit the bug.
2. You think it's going to be a regular occurrence.
I regularly use 50-100 jihad DD fleets and this rule stops me.
If you modify the rule to say, you can't field a fleet that fires 100 salvos of
> alphas/betas/deltas torps,
> Missiles/torps more than 2 gens old from the highest tech seen in the game,
I'm then ok with it.



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 Tue, 27 May 2014 11:32 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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A fleet of 50-100 DDs still only sends 2 salvos (Assuming a shield in that GP slot).

If you gated in 50-100 individual DDs to defend a planet, and they met a stack of larger ships then they would do 20%-40% damage with one salvo (moderated by accuracy of course)

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Re: Known Cheats Tue, 27 May 2014 12:33 Go to previous messageGo to next message
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magic9mushroom wrote on Tue, 27 May 2014 06:11
Any kind of torpedoes or missiles (WHY DOES EVERYONE MISSPELL THAT WORD) can utilise the exploit.

I do NOT misspell. Missiles are missiles to me - be it torpedoes, or capital ship missiles. Heck, why don't you all save yourselves some confusion and refer to them collectively as "projectiles"? Very Happy
As for your comments that just any kind of missile can trigger the exploit - yes, but the more powerful the missile is, the bigger the stack need to be for the bug to really show. As I have shown in one of my previous post, a single Alpha torpedo starts being buggy when shooting at a Battleship, while Beta torpedo becomes buggy when shooting at a Nubian. Against a large stack of Nubians, even Jihad missiles (which I have seen still being used in late periods of some games) can be buggy. In the light of what Neil and others said about limits resulting from battle board overload and target list overload, you'll rarely see gross occurences of exploiting the 0,2% minimum damage bug. Limiting the most basic missiles prevents the exploit from being really excessive, and makes it more expensive to the player wishing to exploit, as he'll have to pay more Ironium to build so many missile-armed ships. Besides, unless his 100 missile fleets are accompanied by a large stack of beam "decoy" that can soak up beam damage from the large Nubian stack, he risks losing all these ships (and resources put into them) if you divide your large stack into, say, three or four. While we're at it, dividing large fleets, although it remains a very useful tactical option, is something I rarely see in games - most players stick to one large "killer" design-o-rama. Maybe I'm not observant enough. Just maybe.

magic9mushroom wrote on Tue, 27 May 2014 06:11
Situation: Players A and B are SDs. B has a higher player number than A. A has a Super Mine Layer in contested space. B is attempting to kill A's minelayer with a pursuing fleet. There is a nearby minefield belonging to A, which is wholly contained in a minefield belonging to B.

Come to think of it, I'd never allow another SD plant minefields within my own Standard minefields. But that's just me, I guess.

magic9mushroom wrote on Tue, 27 May 2014 06:11
A wants to have A's Super Mine Layer duck into A's own minefield and detonate it to kill the ships chasing it (it will survive a detonation from B's minefield IF B decides to detonate it, and B may not). Unfortunately, this legitimate tactic will cause Exploding Minefield Dodge if B does detonate the minefield. If the simple rule of "don't leave minelayers in stacked exploding fields" is enforced, A is in fact denied a tactical option that B could have chosen were their positions reversed.

Again, ducking into your own field which is still in the "danger zone" is not good enough in my book. True, the SML can survive the minefield detonation, but that doesn't really matter. Also, I cannot agree with that my rule would allow player B to do the same thing that's denied to player A - if the rule applies, it applies to all players. Both player A and player B cannot enter areas where two standard minefields overlap.
You probably mean the player B's field is bigger and would allow his minelayer to duck into the area covered by his field, but not covered by player A's field. If that is the case, then tough. If player A's field were bigger, he would have the same opportunity. My rule pertains only to the space which has both players' minefields in it - which is the only space where the bug can be triggered. That's my idea: to create "level ground" for all players by eliminating the possibility to trigger the bug, not to reward any particular player (in this case player B) for his inability to exploit the bug.

magic9mushroom wrote on Tue, 27 May 2014 06:11
Your "obvious solution" doesn't work because A doesn't know whether B will, in fact, detonate the minefield. Knowing that a field exploded last turn implies nothing about whether i
...



[Updated on: Tue, 27 May 2014 12:37] by Moderator


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Re: Known Cheats Tue, 27 May 2014 18:00 Go to previous messageGo to next message
nmid

 
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XAPBob wrote on Tue, 27 May 2014 21:02
A fleet of 50-100 DDs still only sends 2 salvos (Assuming a shield in that GP slot).

If you gated in 50-100 individual DDs to defend a planet, and they met a stack of larger ships then they would do 20%-40% damage with one salvo (moderated by accuracy of course)


My bad.
After having explained in this very post, my brain skipped a step and forgot that they had to be individual fleets.



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 Tue, 27 May 2014 21:52 Go to previous messageGo to next message
neilhoward

 
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If anybody thinks min damage is OP, I am happy to try and prove them wrong after final exams next week. I bet I can out-design and out-perform the min damage TF, res for res and mineral for mineral.
Edit: It would be funny (and telling) if chess rank masters decided to ban the fool's mate and scholar's mate. Laughing


[Updated on: Tue, 27 May 2014 21:56]

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Re: Known Cheats Wed, 28 May 2014 02:50 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Loucipher wrote on Wed, 28 May 2014 02:33
magic9mushroom wrote on Tue, 27 May 2014 06:11
Any kind of torpedoes or missiles (WHY DOES EVERYONE MISSPELL THAT WORD) can utilise the exploit.

I do NOT misspell. Missiles are missiles to me - be it torpedoes, or capital ship missiles. Heck, why don't you all save yourselves some confusion and refer to them collectively as "projectiles"? Very Happy


I wasn't talking to you. I was talking to the guy who spelled it as "missles". As demonstrated by the fact that that statement was attached to a quotation of his in which he did so. Rolling Eyes

Quote:
As for your comments that just any kind of missile can trigger the exploit - yes, but the more powerful the missile is, the bigger the stack need to be for the bug to really show. As I have shown in one of my previous post, a single Alpha torpedo starts being buggy when shooting at a Battleship, while Beta torpedo becomes buggy when shooting at a Nubian. Against a large stack of Nubians, even Jihad missiles (which I have seen still being used in late periods of some games) can be buggy. In the light of what Neil and others said about limits resulting from battle board overload and target list overload, you'll rarely see gross occurences of exploiting the 0,2% minimum damage bug. Limiting the most basic missiles prevents the exploit from being really excessive, and makes it more expensive to the player wishing to exploit, as he'll have to pay more Ironium to build so many missile-armed ships. Besides, unless his 100 missile fleets are accompanied by a large stack of beam "decoy" that can soak up beam damage from the large Nubian stack, he risks losing all these ships (and resources put into them) if you divide your large stack into, say, three or four.


I wonder whether 100 Delta DDs costs more than 1/4 of your 100 Juggernaut BB doomfleet? My "risk" is less than my reward, so it's not a real disincentive.

Quote:
While we're at it, dividing large fleets, although it remains a very useful tactical option, is something I rarely see in games - most players stick to one large "killer" design-o-rama. Maybe I'm not observant enough. Just maybe.


This has a lot to do with 0.2% Min Damage being banned.

Quote:
magic9mushroom wrote on Tue, 27 May 2014 06:11
Situation: Players A and B are SDs. B has a higher player number than A. A has a Super Mine Layer in contested space. B is attempting to kill A's minelayer with a pursuing fleet. There is a nearby minefield belonging to A, which is wholly contained in a minefield belonging to B.

Come to think of it, I'd never allow another SD plant minefields within my own Standard minefields. But that's just me, I guess.

magic9mushroom wrote on Tue, 27 May 2014 06:11
A wants to have A's Super Mine Layer duck into A's own minefield and detonate it to kill the ships chasing it (it will survive a detonation from B's minefield IF B decides to detonate it, and B may not). Unfortunately, this legitimate tactic will cause Exploding Minefield Dodge if B does detonate the minefield. If the simple rule of "don't leave minelayers in stacked exploding fields" is enforced, A is in fact denied a tactical option that B could have chosen were their positions reversed.

Again, ducking into your own field which is still in the "danger zone" is not good enough in my book. True, the SML can survive the minefield detonation, but that doesn't really matter. Also, I cannot agree with that my rule would allow player B to do the same thing that's denied to player A - if the rule applies, it applies to all players. Both player A and player B cannot enter areas where two standard minefields overlap.


What you originally proposed (ban all situations where the exploit could occur) is not the same as this (ban all SD movement of minelayers into dually-blanketed space, whether higher or lower player number). Be open about your change of position; don't backpedal and attempt to blame me.

I agree that this is fair. I argued with you because what
...



[Updated on: Wed, 28 May 2014 03:24]

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Re: Known Cheats Wed, 28 May 2014 06:35 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Messages: 957
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magic9mushroom wrote on Wed, 28 May 2014 07:50

Quote:
As for your comments that just any kind of missile can trigger the exploit - yes, but the more powerful the missile is, the bigger the stack need to be for the bug to really show. As I have shown in one of my previous post, a single Alpha torpedo starts being buggy when shooting at a Battleship, while Beta torpedo becomes buggy when shooting at a Nubian. Against a large stack of Nubians, even Jihad missiles (which I have seen still being used in late periods of some games) can be buggy. In the light of what Neil and others said about limits resulting from battle board overload and target list overload, you'll rarely see gross occurences of exploiting the 0,2% minimum damage bug. Limiting the most basic missiles prevents the exploit from being really excessive, and makes it more expensive to the player wishing to exploit, as he'll have to pay more Ironium to build so many missile-armed ships. Besides, unless his 100 missile fleets are accompanied by a large stack of beam "decoy" that can soak up beam damage from the large Nubian stack, he risks losing all these ships (and resources put into them) if you divide your large stack into, say, three or four.


I wonder whether 100 Delta DDs costs more than 1/4 of your 100 Juggernaut BB doomfleet? My "risk" is less than my reward, so it's not a real disincentive.

100 delta DDs and 100*20 chaff, we need to not die first.
I suspect that this is about the only time when the AMT would be useful - it's MUCH more expensive in resource terms than other missiles, but by heck is it cheap in minerals, and it's highly accurate.
Chaff + AMT equipped scouts/DDs/frigates
Need silly high bio though Sad


Quote:

In any case, this does seem fair, even if it is overly restricting (it bans conduct which cannot possibly result in the bug occurring).

The benefit is that the restriction is the same for both SD players, although it could be lifted slightly: You can't detonate a minefield which covers a special hull which is also in another SD minefield (Does the detonation check conflict with the possibility of hitting another minefield?)

Quote:

Quote:
magic9mushroom wrote on Tue, 27 May 2014 06:11
No. You just quoted a complete refutation of what you said, so I don't know how else to convince you.

Again, you seem to have missed my point. I commented on the fact that it is the engines that are the source of the UR/CE bug (only their cost changes when the ship is transferred from a +CE player to a -CE/+UR player - they cease to cost half, and are counted at full cost, 90% of which is recovered by the +UR player scrapping them, for a net gain), so I don't understand why you were mentioning "other components" (which don't exhibit such behaviour). I also have noted that the current Stars! version works out this scrapping gain at a 30% discount (which amounts to 0.90*0.7=0,63 - or 2/3rds for a close enough approximation).
Now, scrapping at a starbase nets the +UR player 90% minerals and 70% resources. Scrapping transferred ships cuts this by further 30%, meaning 63% minerals and 49% resources. If the costs of the engine do not exceed twice this difference, then no harm is done - the +UR player has not gained more that he would get if he built and scrapped the ship himself. It's up to the host to work out the numbers and check if this requirement was met.


Okay, I'll walk you through what I'm talking about, since I've stated it twice now and you've accused me of missing your point when in fact you're missing mine.

High-tech player builds old, outdated ships. These ships do not cost the high-tech player very much, because they are miniaturised by his high tech.
High-tech player transfers these ships to low-tech, UR player.
When the low-tech player scraps these ships, they are scrapped for 90% of the (discounted by 30%) mineral cost of the ships under his own, much lower miniaturisation, which can be more than the high-tech player spent to build them (as miniaturisation can go up t
...



[Updated on: Wed, 28 May 2014 06:36]

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Re: Known Cheats Wed, 28 May 2014 08:37 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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XAPBob wrote on Wed, 28 May 2014 20:35

100 delta DDs and 100*20 chaff, we need to not die first.
I suspect that this is about the only time when the AMT would be useful - it's MUCH more expensive in resource terms than other missiles, but by heck is it cheap in minerals, and it's highly accurate.
Chaff + AMT equipped scouts/DDs/frigates
Need silly high bio though Sad


The only thing that gets bio that high is a TT CA, and if you're allowing TT CA you have bigger balance issues.


Quote:
Quote:

In any case, this does seem fair, even if it is overly restricting (it bans conduct which cannot possibly result in the bug occurring).

The benefit is that the restriction is the same for both SD players, although it could be lifted slightly: You can't detonate a minefield which covers a special hull which is also in another SD minefield (Does the detonation check conflict with the possibility of hitting another minefield?)


I like this! This seems like it would work!

(Detonation occurs after collision, and isn't connected by a "max 1" flag the way detonations are to each other. You can hit a minefield and then have it detonate on you for double damage. So the only time the bug rears its head is when there are two or more SDs in the same game.)

Quote:

Quote:
Okay, I'll walk you through what I'm talking about, since I've stated it twice now and you've accused me of missing your point when in fact you're missing mine.

High-tech player builds old, outdated ships. These ships do not cost the high-tech player very much, because they are miniaturised by his high tech.
High-tech player transfers these ships to low-tech, UR player.
When the low-tech player scraps these ships, they are scrapped for 90% of the (discounted by 30%) mineral cost of the ships under his own, much lower miniaturisation, which can be more than the high-tech player spent to build them (as miniaturisation can go up to 75%, the cost the high-tech player pays can be as low as 25% of the "value" of the ships of which the low-tech player receives 63%).
Low-tech player gives minerals back to high-tech player.
Minerals have now been created out of thin air via scrapping, which is the "exploitative" use that we are trying to ban.

This is why I refuse to specifically speak of engines in the rule against this exploit. Because the bug doesn't actually depend on Cheap Engines, simply on varying costs of components and hulls. The exploitative use that is banned is "scrapping ships for more than it cost to build them", and while Cheap Engines is the easiest method to enable this exploit, it is not the only method.

EDIT: There are a couple of other things that can play into this exploit: Bleeding Edge Technology on either side can create massive miniaturisation gulfs with no tech difference (build at 80% BET miniaturisation, scrap at 64% non-BET miniaturisation; alternatively, build at 0% miniaturisation, scrap at Bleeding Edge double-cost). IS/WM weapons premium/discount crops up too; although it's not quite powerful enough on its own, a couple of miniaturisation levels will allow free minerals.


BET double cost, WM/IS weapons cost difference are much more likely to be impacting. Although BET double cost is pretty close to equivalent to CE half cost isn't it? Wouldn't the 30% Transferred flag + 70% recovery bring it down to 90 odd percent of the original cost?
WM get's -25%, IS gets +25% costs: 75%->125% is less than the CE or BET differences.

Although a WM with CE, scrapping to a BET IS????


Non-UR starbase scrapping recovery is 80%, not 70%. Just tested it.

UR+BET works (70% of 90% of 200% is 126%), UR/CE barely works (same calculation, but that's just the engine instead of potentially the whole ship). CE/BET works (70% of 80% of 400% is 224%, again just the engine but a much larger return on it). WM/BET IS works (70% of 80% of 200% of 5/3 is 186%, only on weapons but that's enough). BET+IS on its own barely works (70% of 80% of 200% of 4/3 is 149%, just weapons).

On the
...



[Updated on: Wed, 01 June 2016 20:54] by Moderator


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Re: Known Cheats Wed, 28 May 2014 13:00 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Exploding minefield dodge:

1) It only happens in SD vs SD scenarios, and only the player with the lower number benefits. That makes it rather an edge case.
2) The lower number player can't predict what minefields his opponent will detonate.

This is an easy rule:
If any of your ships survive the detonation of an opponents minefield because of the exploding minefield dodge bug, you must immediately scrap those ships.



What we need's a few good taters.

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Re: Known Cheats Wed, 28 May 2014 14:22 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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magic9mushroom wrote on Wed, 28 May 2014 14:37
These are pretty ##### LRTs we're talking about here. We allow the AR mineral fountain - should we allow the UR/BET/CE mineral fountain? Honest question.

(Personally, I still don't think we should allow it. But the question is at least worth asking.)


Many ppl hate AR because of that, and their Fountains take time to develop, and are easy to see coming, and are balanced by other weaknesses. 2 Guns Fire bounce

This kind of "almost-fountainous" minerals, OTOH, is perhaps too easy to setup, and can be hard to detect, until it is too late. So banning them is the easier path. Whip


[Updated on: Wed, 01 June 2016 20:55] by Moderator





So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Wed, 28 May 2014 16:40 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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magic9mushroom wrote on Wed, 28 May 2014 07:37

On the other hand...

These are pretty ##### LRTs we're talking about here. We allow the AR mineral fountain - should we allow the UR/BET/CE mineral fountain? Honest question.

(Personally, I still don't think we should allow it. But the question is at least worth asking.)


We are also only talking about team games, right? There aren't any versions of the exploit that can be done without both
a) At least one ##### LRT
and
b) A willing ally



[Updated on: Wed, 01 June 2016 20:56] by Moderator





What we need's a few good taters.

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Re: Known Cheats Thu, 29 May 2014 08:16 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
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Bye.

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Re: Known Cheats Fri, 30 May 2014 05:15 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
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Quote:
This is an easy rule:
If any of your ships survive the detonation of an opponents minefield because of the exploding minefield dodge bug, you must immediately scrap those ships.
Even if he could survive the detonation by taking hit from minefield? Harsh rule.

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Re: Known Cheats Fri, 30 May 2014 06:04 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Asmodai wrote on Fri, 30 May 2014 11:15
Quote:
This is an easy rule:
If any of your ships survive the detonation of an opponents minefield because of the exploding minefield dodge bug, you must immediately scrap those ships.
Even if he could survive the detonation by taking hit from minefield? Harsh rule.

The rule says "because of the exploding minefield dodge bug" specifically. Sherlock



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Re: Known Cheats Fri, 30 May 2014 07:10 Go to previous messageGo to next message
neilhoward

 
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skoormit wrote on Wed, 28 May 2014 10:00


This is an easy rule:
If any of your ships survive the detonation of an opponents minefield because of the exploding minefield dodge bug, you must immediately scrap those ships.

This is a good start. How about:

If the ship/fleet avoids damage that would destroy it... then scrapped, if avoids damage that would not destroy it... then remains immobile (with no orders e.g. lay mine field) for the next turn.

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Re: Known Cheats Fri, 30 May 2014 08:22 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
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I have other proposition. Let this bug be legal.

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Re: Known Cheats Fri, 30 May 2014 09:03 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
Registered: August 2012
Asmodai wrote on Fri, 30 May 2014 13:22
I have other proposition. Let this bug be legal.

Randomly providing an advantage to one of the SD in the game over the other?

It's clearly a bug, and it clearly alters the balance of power between the two SD. That's not something that:
a] crops up too often
b] can be left alone when it does.

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Re: Known Cheats Fri, 30 May 2014 09:36 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
Officer Cadet 1st Year

Messages: 214
Registered: February 2012
"Randomly" is the key word here.
Some simple rule could be helpfull - like: You cannot move ships A if you see B, cause if you move the ship A, you definitely trigger bug.


[Updated on: Fri, 30 May 2014 09:43]

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Re: Known Cheats Fri, 30 May 2014 11:50 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
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Asmodai wrote on Fri, 30 May 2014 14:36
"Randomly" is the key word here.
Some simple rule could be helpfull - like: You cannot move ships A if you see B, cause if you move the ship A, you definitely trigger bug.

It's not a simple situation though.

The "fairest" is (I think) you can't detonate a minefield over one of your ML hulls which is also in another SD standard minefield.

You can't rely on alliances, since backstabbing should always be possible Twisted Evil Rolling Eyes Shocked, you can't rely on them not detonating it (see previous).

It's relatively easy to say, but not so easy to monitor.

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Re: Known Cheats Fri, 30 May 2014 12:46 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Location: Alabama
Asmodai wrote on Fri, 30 May 2014 04:15
Quote:
This is an easy rule:
If any of your ships survive the detonation of an opponents minefield because of the exploding minefield dodge bug, you must immediately scrap those ships.
Even if he could survive the detonation by taking hit from minefield? Harsh rule.


You misread my rule. If your ships survive because of the bug.

In other words, if they would not have survived had the bug not saved them...



What we need's a few good taters.

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Re: Known Cheats Fri, 30 May 2014 12:51 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Fri, 30 May 2014 10:50

The "fairest" is (I think) you can't detonate a minefield over one of your ML hulls which is also in another SD standard minefield.


That doesn't quite work, though, because it allows the SDs to suppress each other's minefields. If you have a ML hull in a minefield of mine, then this rule lets me know that you will not be detonating any of your minefields that that hull is in.

It is fairer (I think) to simply require the lower number player to scrap ships that are saved by the bug.



What we need's a few good taters.

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Re: Known Cheats Fri, 30 May 2014 18:41 Go to previous messageGo to previous message
XAPBob is currently offline XAPBob

 
Lt. Commander

Messages: 957
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No, I might withdraw and detonate...

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