View Issue Details

IDProjectCategoryLast Update
0009001AI War 1 / ClassicBug - GameplaySep 22, 2012 10:38 pm
ReporterVarone Assigned Tokeith.lamothe  
Severityminor 
Status assignedResolutionopen 
Product Version5.045 
Summary0009001: Fortress remains exploit
DescriptionYou can build a fortress and pause it so it has 1hp. Then when an enemy ship destroys it, it leaves remains. Then you can use a rebuilder to rebuild the remains and your fortress is now half complete and half the cost.

Can happen inadvertently when trying to build a fortress in an enemy system and they destroy it before it gets going.
TagsNo tags attached.
Internal WeightFix Before Major Release

Relationships

has duplicate 0009060 closed Forts built from 50% 
has duplicate 0009618 new Fortress remains 

Activities

TechSY730

Jul 20, 2012 9:36 am

reporter   ~0026973

This applies to remains in general, actually.

Not sure how to fix actually without adding tons of new bookkeeping behind the scenes.

ArcDM

Jul 20, 2012 10:32 am

reporter   ~0026975

Have the object not leave remains until it has completely been built or at least been half way built

TechSY730

Jul 20, 2012 10:42 am

reporter   ~0026976

Last edited: Jul 20, 2012 11:08 am

@ArcDM
Imagine this, a turret dies, it is rebuilt, but then it takes damage below 50%, and then dies. Then it wouldn't leave remains under that system.

Really, to fix this, you will have to start tracking maximum reached while constructing, separate from the actual construction progress (which can go down as things take damage), and then base remains off of that value (which will at least be 50% when rebuilt, regardless of how much damage it takes afterwords before construction is complete)
EDIT: Or do what many RTSs do, and track construction progress separately from HP.

Varone

Jul 20, 2012 12:04 pm

reporter   ~0026983

Isn't it possible to just have fortress remains rebuild back to 1hp and start from there?

martyn_van_buren

Jul 21, 2012 2:10 am

reporter   ~0027010

I'd favor the fairly simple solution of having a eligible-for-rebuilding flag that starts off but gets turned on when the building is complete; probably starting on when you rebuild from remains.

motai

Jul 29, 2012 2:58 am

reporter   ~0027182

my thought is somewhat simpler though more recource intensive. code a built remains and a unbuilt remains. the built remains would start at 50% as it is now. and the unbuilt remains would start from say 10% or 5% to prevent this abuse.

TechSY730

Sep 21, 2012 10:54 am

reporter   ~0028473

@Motai

That would actually work pretty well.
Upon first construction (or rebuild from an "incomplete" remains), if destroyed before it completes, it will drop that "incomplete" remains which starts at a very low amount (possibly even 1HP).

After this first construction (which includes destroyed while fully built and destroyed while being rebuilt from a "complete" remains), it would drop a "complete" remains which behave like the current remains.


In fact, this seems like good logic to apply to any expensive remains leaving structure, or possibly even any remains leaving item.

motai

Sep 22, 2012 10:38 pm

reporter   ~0028481

biggest complication i can see is a decision on whether a rebuilding lock timer should go in or if "complete" remains once rebuilding should leave complete remains or get reset to incomplete remains. problem is that rebuilders during combat will cause lots of odd stuff. so the complication i was worried about was the need for a rebuilding timeout on remains(probably in general, and a good idea anyway). the timeout would also help prevent rebuilders and hence engineers from exposing themselves as often during ongoing combat situations. a 5-30 second rebuild timeout(i myself lean towards 30) would be a "good" thing.

Issue History

Date Modified Username Field Change
Jul 20, 2012 9:32 am Varone New Issue
Jul 20, 2012 9:36 am TechSY730 Note Added: 0026973
Jul 20, 2012 10:09 am tigersfan Internal Weight => Fix Before Major Release
Jul 20, 2012 10:09 am tigersfan Assigned To => keith.lamothe
Jul 20, 2012 10:09 am tigersfan Status new => assigned
Jul 20, 2012 10:32 am ArcDM Note Added: 0026975
Jul 20, 2012 10:42 am TechSY730 Note Added: 0026976
Jul 20, 2012 11:08 am TechSY730 Note Edited: 0026976
Jul 20, 2012 12:04 pm Varone Note Added: 0026983
Jul 21, 2012 2:10 am martyn_van_buren Note Added: 0027010
Jul 28, 2012 7:01 pm TechSY730 Relationship added has duplicate 0009060
Jul 29, 2012 2:58 am motai Note Added: 0027182
Sep 20, 2012 5:00 pm Bossman Relationship added has duplicate 0009618
Sep 21, 2012 10:54 am TechSY730 Note Added: 0028473
Sep 22, 2012 10:38 pm motai Note Added: 0028481