View Issue Details

IDProjectCategoryLast Update
0022035AI War 2Gameplay IssueNov 1, 2019 12:20 pm
ReporterLord Of Nothing Assigned ToBadgerBadger  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.003 Sortable Objectives 
Fixed in Version1.005 Answering Your Top Requests 
Summary0022035: The Nanocaust hack.
DescriptionThe 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.
TagsNo tags attached.

Relationships

related to 0022028 closedDaniexpert Passive position hacking is trivial 

Activities

BadgerBadger

Oct 31, 2019 8:31 pm

manager   ~0054231

The poor Nanocaust!

ZeusAlmighty

Oct 31, 2019 9:04 pm

manager   ~0054232

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

HellzStormer

Nov 1, 2019 9:11 am

reporter   ~0054237

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.

BadgerBadger

Nov 1, 2019 11:07 am

manager   ~0054240

Perhaps flagships doing a hack should be only able to move very slowly?

BadgerBadger

Nov 1, 2019 12:20 pm

manager   ~0054244

Flagships now move much more slowly when hacking

Issue History

Date Modified Username Field Change
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