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Re: Known Cheats Fri, 30 May 2014 18:46 Go to previous messageGo to next message
nmid

 
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Coming back to the 0.2% Minimum Damage and quoting what Loucipher/m9m and others have pointed out earlier in this thread..
Quote:

0.2% Minimum Damage
https://groups.google.com/forum/#!topic/rec.games.computer.s tars/3G9VN_3jEz0
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.



I guess it's because it complicates checking by the host/ complicates attack plans / offers a Hail-Mary to players about to lose and can potentially kill a much superior fleet with a cheap disposable fleet... / increases MM..

Anyways, If we allow chaff then why not this?
Doesn't chaff remove the massive damage threat by missiles and acts as a game changer?
each player is guaranteed (256 / players present) number of tokens.

As long as the battle board overload isn't broken, I've changed my vote to allow the .2% min damage.


[Updated on: Fri, 30 May 2014 19:07]




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 Sat, 31 May 2014 03:24 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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nmid wrote on Sat, 31 May 2014 00:46
As long as the battle board overload isn't broken, I've changed my vote to allow the .2% min damage.

I've changed my vote to "let the Host decide", as blanket permission has too great potential to really be a game-changer. Hit over head



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Sat, 31 May 2014 05:10 Go to previous messageGo to next message
neilhoward

 
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Shocked

[Updated on: Sat, 31 May 2014 05:12]

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Re: Known Cheats Sat, 31 May 2014 06:32 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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They're all "let the host decide" but a "default set" can still exist, and min damage isn't on the standard disclaimer at the moment.

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Re: Known Cheats Sat, 31 May 2014 09:39 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Asmodai wrote on Fri, 30 May 2014 08:36

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.


There is no way for the lower number player to know what minefields the higher number player is going to detonate.
Therefore there is no way for the lower number player to know that he is "definitely" going to trigger the bug.
The lower number player can only find out afterwards which fleets were saved because of the bug.



What we need's a few good taters.

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Re: Known Cheats Sat, 31 May 2014 11:52 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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And yhen can't aapply the appropriate damage...

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Re: Known Cheats Sat, 31 May 2014 14:21 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XAPBob wrote on Sat, 31 May 2014 12:32
They're all "let the host decide" but a "default set" can still exist, and min damage isn't on the standard disclaimer at the moment.

Exactly. I'm still not voting to have that kind of thing fully allowed as "standard". Hit over head



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Known Cheats Sat, 31 May 2014 20:31 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Sat, 31 May 2014 10:52
And yhen can't aapply the appropriate damage...


In my experience, the SD mls are going to die to a minehit. Which means that in practice, "applying the appropriate damage" means scrapping the ship.



What we need's a few good taters.

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Re: Known Cheats Sun, 01 June 2014 06:00 Go to previous messageGo to next message
mrvan is currently offline mrvan

 
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The super mine layer can have shields/armor, no?

What about: any minelayer fleet with less shields than mine damage (e.g. 300 for 5+ non-ram layers?) should be scrapped if the player detects that it survived an exploding enemy mine field because of the bug. If you suspect an enemy mine layer triggering the bug, contact the enemy and/or host with a scrap request.

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Re: Known Cheats Tue, 03 June 2014 09:16 Go to previous messageGo to next message
Asmodai is currently offline Asmodai

 
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Quote:
The super mine layer can have shields/armor, no?
3 shields or 3 armours - all in one slot. Also 1200armour - that is more than enough to survive standard minefield explosion.

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Re: Known Cheats Tue, 03 June 2014 17:37 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Asmodai wrote on Tue, 03 June 2014 08:16
Quote:
The super mine layer can have shields/armor, no?
3 shields or 3 armours - all in one slot. Also 1200armour - that is more than enough to survive standard minefield explosion.


It is. But in my experience the mini mine layer is used exclusively.

Of course, my propose rule would encourage the lower number player to use the super hull...



What we need's a few good taters.

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Re: Known Cheats Mon, 16 June 2014 16:21 Go to previous messageGo to next message
Anonymous Coward
skoormit wrote on Tue, 03 June 2014 23:37
It is. But in my experience the mini mine layer is used exclusively.

You seem to have little experience with SD races. Of all the games where I played against SD, SMLs were used just as often as MMLs.

skoormit wrote on Tue, 03 June 2014 23:37
Of course, my propose rule would encourage the lower number player to use the super hull...

As soon as it can be deployed. Con 15 is a higher requirement than the one for BBs, mind you.

Having read all this, I still stand by my interpretation of the rule: ban minelayers from entering enemy standard minefields. This will prevent the bug from happening, no matter what minelayer hull is used or whether or not the field detonates. Besides, clearing the enemy minefields before you move in with your own minelayers seems obviously sensible - who would deploy own mines in an area already thick with enemy mines? At the same time, it will provide both SD players with freedom to detonate their minefields if there's other ship type entering the field, without fear of triggering the bug - no other hull has the immunity. The rule is relatively simple for the players to observe (just remember that enemy standard fields are no-go) and for the hosts to police (they can track down and order to scrap any minelayer fleet that doesn't leave enemy standard minefield). Why complicate things when there's a simple and fool-proof solution?

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Re: Known Cheats Mon, 16 June 2014 23:58 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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[quote title=Loucipher wrote on Mon, 16 June 2014 15:21]skoormit wrote on Tue, 03 June 2014 23:37
It is. But in my experience the mini mine layer is used exclusively.

You seem to have little experience with SD races. Of all the games where I played against SD, SMLs were used just as often as MMLs. [/qupte]

I have some experience, but I don't claim to have a lot.

Quote:
...ban minelayers from entering enemy standard minefields.


Madness. SD hulls lay on the year of arrival. If you can't enter my standard minefields, I'm going to severely curtail your ability to move your SD hulls anywhere, and there's nothing you can do to prevent it. And vice versa. Mutual paralysis of SD hulls doesn't sound like much fun.



What we need's a few good taters.

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Re: Known Cheats Tue, 17 June 2014 02:50 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Hence my proposal "can't detonate your minefield over a ML in another field"

Sounds a bit more complex, but is much less restrictive.

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Re: Known Cheats Wed, 18 June 2014 09:22 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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XAPBob wrote on Tue, 17 June 2014 01:50
Hence my proposal "can't detonate your minefield over a ML in another field"

Sounds a bit more complex, but is much less restrictive.


Isn't it just restrictive in the opposite direction?

Loucipher's proposal restricts movement of SD hulls based on position of standard minefields.
Your proposal restricts detonation of standard minefields based on position of SD hulls.

Perhaps we cut the Gordian knot this way: No more than one SD allowed per game. Smile



What we need's a few good taters.

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Re: Known Cheats Wed, 18 June 2014 10:00 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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My restriction restricts the detonation of your minefields based on the position of your own ships, not the location of other player's fields.

So you control where you are restricted from being. And the second SD can't tell if you're going to move and detonate the field.

It restricts detonating a minefield when you have a SML/MML in the area where that field overlaps the standard minefield of another SD - that limits the rules to stuff that is known by the SD at the start of each turn (I can think of only one edge case, and suspect it is unlikely).
It also explicitly de-restricts the SD completely in a non SD vs SD scenario.


* Edge case:
Outside scanning, a ML moves forward (still inside your own detonating minefield) to an intersection with a field which hadn't previously been scanned. I'm not even sure if this is possible - does the "limited scanning" from a minefield extend to detecting minefields?
The other case I came up with (minefield laid on arrival) isn't relevant since they can't be detonated.

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Re: Known Cheats Wed, 18 June 2014 16:46 Go to previous messageGo to next message
Anonymous Coward
skoormit wrote on Tue, 17 June 2014 05:58
Loucipher wrote on Mon, 16 June 2014 15:21
skoormit wrote on Tue, 03 June 2014 23:37
It is. But in my experience the mini mine layer is used exclusively.

You seem to have little experience with SD races. Of all the games where I played against SD, SMLs were used just as often as MMLs.


I have some experience, but I don't claim to have a lot.

Sorry if my remark sounded offensive - it was not my intention. Embarassed
I am not very experienced myself, I just wanted to remark that one's experience doesn't necessarily reflect reality.

skoormit wrote on Tue, 17 June 2014 05:58
Quote:
...ban minelayers from entering enemy standard minefields.


Madness. SD hulls lay on the year of arrival. If you can't enter my standard minefields, I'm going to severely curtail your ability to move your SD hulls anywhere, and there's nothing you can do to prevent it. And vice versa. Mutual paralysis of SD hulls doesn't sound like much fun.

I am not forcing players to predict where their opponent's minelayers might be next year. That would be obviously impossible. Therefore my rule should be understood as follows:
1. You may not deliberately send your minelayer hulls into known enemy SD standard minefields (i.e. the field is deployed and you have it on your scanners).
2. If your minelayer hull happens to end up in such a field inadvertently despite observing the above (say, it has entered a previously unscanned field, or a previously deployed known field grew larger and the hull now got caught in the field, or an enemy minelayer moved close to your hull and deployed a new field catching your hull inside), you have to direct your hull outside the field, so that it exits the field within 1 year if possible.
(NOTE: if your own minelayer deploys own minefield and catches the enemy layer inside, the same will apply to the other minelayer as well!)
3. Failure to observe any of the above may result in offending ship being scrapped, at the discretion of the game's referee (be it a non-playing host or a 3rd party referee).

Note that this rule does prevent the "immunity bug" from happening to either side. A minelayer hull entering a new field that is set to explode the same turn will be hit no matter what player number it is (even if it deploys own field, that field cannot detonate the same turn to get advantage of the immunity). If it stays in the field, it will be scrapped no matter what player number it is as well, as per #3 above.
This rule does limit the SD minelayers somewhat, but it does it in a way that is fair to all SD players in a game - all of them would be subject to the same limitation. The rule pertains only standard minefields, so it doesn't touch heavy or speedtrap minefields, which can't be detonated, hence don't trigger the bug. All players may enter them, sweep them or lay own fields inside them as they see fit.
NOTE: if a standard minelayer deploys own standard field so that it catches enemy heavy/speedtrap layer inside, the other layer would have to move away. An interesting ship-scaring tactic, but again - one that can be used by all SD players, regardless of the number.

If all the above seems too much complicated for you, here's a simpler and more straightforward suggestion - ban all SD players from detonating a particular standard minefield as long as there's at least one other SD player's minelayer hull inside that field. This will also prevent the bug from happening, but leaves enough space to abuse (a battle fleet laden with minibombers, SFXs and chaff, and accompanied with at least one minelayer hull can safely traverse enemy SD standard minefield without fear of being stripped of all these ships). The rule I suggested originally does not allow for this, as any standard minefield can be set to detonate at any time, at the discretion of the controlling player. It's the ships themselves that are limited in where they can go to deploy minefields, but this limitation is fair for everyone, and can be worked around with valid tactics (like increasin
...

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Re: Known Cheats Wed, 18 June 2014 17:34 Go to previous messageGo to next message
XAPBob is currently offline XAPBob

 
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Loucipher wrote on Wed, 18 June 2014 21:46

If all the above seems too much complicated for you, here's a simpler and more straightforward suggestion - ban all SD players from detonating a particular standard minefield as long as there's at least one other SD player's minelayer hull inside that field. This will also prevent the bug from happening, but leaves enough space to abuse (a battle fleet laden with minibombers, SFXs and chaff, and accompanied with at least one minelayer hull can safely traverse enemy SD standard minefield without fear of being stripped of all these ships). The rule I suggested originally does not allow for this, as any standard minefield can be set to detonate at any time, at the discretion of the controlling player. It's the ships themselves that are limited in where they can go to deploy minefields, but this limitation is fair for everyone, and can be worked around with valid tactics (like increasing the number of minelayers in any given group to make own fields bigger, and sweeping enemy fields to keep them smaller).

That's almost the same as the rule I proposed, except that it is inverted (the enemy fleet prevents you doing detonation).
I think that the tactic you mentioned it far too obvious, and of course you can't predict where that fleet will be at the end of the turn. Whereas you know where your fleet will be (and can arrange not to limit yourself

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Re: Known Cheats Fri, 20 June 2014 17:38 Go to previous messageGo to next message
Anonymous Coward
Now that I think of it, I must admit your rule seems to make sense.
It prevents you from detonating minefields where your minelayer is both in your and your opponent's minefield. That's fair - if you don't detonate your own minefield, you leave your minelayer vulnerable to the other guy's detonation. On the other hand, nothing keeps you from moving your own ship back a bit (so that you exit enemy's minefield while staying in yours, for instance), and detonating the field without fear of losing your ship and abusing the bug. The restriction is kept to a minimum, and the rule is short and easy to remember... and to enforce.
You seem to have found a simple and foolproof solution. Thumbs Up

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Re: Known Cheats Fri, 20 June 2014 20:03 Go to previous messageGo to next message
skoormit is currently offline skoormit

 
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Loucipher wrote on Fri, 20 June 2014 16:38
Now that I think of it, I must admit your rule seems to make sense.
It prevents you from detonating minefields where your minelayer is both in your and your opponent's minefield. That's fair - if you don't detonate your own minefield, you leave your minelayer vulnerable to the other guy's detonation. On the other hand, nothing keeps you from moving your own ship back a bit (so that you exit enemy's minefield while staying in yours, for instance), and detonating the field without fear of losing your ship and abusing the bug. The restriction is kept to a minimum, and the rule is short and easy to remember... and to enforce.
You seem to have found a simple and foolproof solution. Thumbs Up


All things considered, it is the best rule yet proposed.
The tactical implications are profound, but they apply to both players equally.
What is the penalty? Scrapping any SD hulls ending a turn in a position that violates the rule?
It is difficult to referee, because the detonations shrink the fields, and an observer must back-calculate the size of the field prior to detonation to determine if any ships were in them. The host can rely on the players to call fouls, but that's adding more MM to an already MM-heavy scenario for an already MM-heavy PRT.

My alternate rule, mostly tongue in cheek, remains "No more than one SD per game." Smile




What we need's a few good taters.

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Re: Known Cheats Sat, 21 June 2014 02:32 Go to previous message
XAPBob is currently offline XAPBob

 
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And whilst tongue in cheek it will normally be fulfilled.

Unless someone tries to organise an "all SD" game Wink

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