View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0022035 | AI War 2 | Gameplay Issue | Oct 31, 2019 7:57 pm | Nov 1, 2019 12:20 pm | |
Reporter | Lord Of Nothing | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.003 Sortable Objectives | ||||
Fixed in Version | 1.005 Answering Your Top Requests | ||||
Summary | 0022035: The Nanocaust hack. | ||||
Description | The Nanocaust subversion hack is currently severely flawed in how the nanocaust responds. While this might not be a problem with the nanocaust in regular games, it is trivially easy to cheese in games where the nanocaust is released from the suppressor. Let me explain- I've just encountered them for the first time, blew up the suppressor to see what would happen, then moved to confront with a moderately powerful fleet. As we would hope, the nanocaust spawns were pretty powerful, and the regular spawn and my fleet were trading blows at more or less stalemate without interference - a strength 170 fleet. So I decided to try the hack. Here comes the issue: There is nothing in the response that has the necessary range or speed to run down the flagship if you just run it slowly round the edge of the grav well for a few minutes. So the response's emphatic strength just ensures you'll get an even bigger benefit when the hack finishes. By the time mine was done, the nanocaust was up to over 2k strength on that planet, but the flagship I was using for the hack was undamaged. | ||||
Tags | No tags attached. | ||||
related to | 0022028 | closed | Daniexpert | Passive position hacking is trivial |
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The poor Nanocaust! |
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nanocaust exo-strikes to kill hacker? I did think the nanocaust could use a major spike near the end of the hack--so even if you are containing them for the majority it can have one last ditch effort to take you out |
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It does feel lame that the best way of defeating them is to just turn around their army like that. And ot make matter worse, this also gives you a basic instant win. In my case, i got unlucky and the 1k strength army decided to cross path with the Devourer Golem... But otherwise, they would have ravaged the AI very quickly. A simple way to solve both issues in my mind: add a requirement to keep the threat strength on the planet below a certain level. Its similar to stalling a counter-attack on AI planets. This would limit the problem of the Nanocaust amassing a massive army during the hack, and this would make them much harder to defeat, as you actually have to fight them. |
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Perhaps flagships doing a hack should be only able to move very slowly? |
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Flagships now move much more slowly when hacking |
Date Modified | Username | Field | Change |
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Oct 31, 2019 7:57 pm | Lord Of Nothing | New Issue | |
Oct 31, 2019 7:58 pm | Lord Of Nothing | Relationship added | related to 0022028 |
Oct 31, 2019 8:31 pm | BadgerBadger | Note Added: 0054231 | |
Oct 31, 2019 9:04 pm | ZeusAlmighty | Note Added: 0054232 | |
Nov 1, 2019 9:11 am | HellzStormer | Note Added: 0054237 | |
Nov 1, 2019 11:07 am | BadgerBadger | Note Added: 0054240 | |
Nov 1, 2019 12:20 pm | BadgerBadger | Assigned To | => BadgerBadger |
Nov 1, 2019 12:20 pm | BadgerBadger | Status | new => resolved |
Nov 1, 2019 12:20 pm | BadgerBadger | Resolution | open => fixed |
Nov 1, 2019 12:20 pm | BadgerBadger | Fixed in Version | => 1.005 Answering Your Top Requests |
Nov 1, 2019 12:20 pm | BadgerBadger | Note Added: 0054244 |