View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009001 | AI War 1 / Classic | Bug - Gameplay | Jul 20, 2012 9:32 am | Sep 22, 2012 10:38 pm | |
Reporter | Varone | Assigned To | keith.lamothe | ||
Status | assigned | Resolution | open | ||
Product Version | 5.045 | ||||
Summary | 0009001: Fortress remains exploit | ||||
Description | You 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. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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This applies to remains in general, actually. Not sure how to fix actually without adding tons of new bookkeeping behind the scenes. |
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Have the object not leave remains until it has completely been built or at least been half way built |
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@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. |
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Isn't it possible to just have fortress remains rebuild back to 1hp and start from there? |
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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. |
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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. |
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@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. |
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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. |
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 |