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Author Topic: scout order abuse  (Read 1373 times)
aMrio
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« on: October 15, 2008, 07:31:37 AM »

is it still possible to abuse scout orders when attacking? meaning you send warfleet with scout order and change it to attack in 2nd tick; this way avoiding enemy getting incoming report but risking of all ships getting bounced back when enemy detect incommings?

if yes, will it stay forever or someone thinking about changing it?
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Skythorn
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« Reply #1 on: October 15, 2008, 07:32:23 AM »

It's known, some think it's a bug, some like it as a tactic.
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Gywidon
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« Reply #2 on: October 15, 2008, 07:48:29 AM »

I don't like that you can set them to scout orignally so they don't get detected but I think being able to change your orders to scout is very important.  Either because you move to the wrong system (mis-type) or B one of your allies sells you out and you need to save your fleets from getting fed which anymore happens a lot.  There are other reasons but the changing orders is good to have.
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Hal
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Hello Dave.


« Reply #3 on: October 15, 2008, 07:54:19 AM »

The scanner code is currently screwed up. This tactic is not actually accomplishing what people think it accomplishes. The problem is that large fleets are not being detected properly, in scouting or out of it, as much as they should. When the scanner code is fixed and implemented as intended (it is in the list) it will not be possible to hide a large fleet in scout orders (unless its a large fleet of stealthy ships)

for clarity let me repeat: scanner code is bugged/poorly implemented. its on the list.
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The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
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Gywidon
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« Reply #4 on: October 15, 2008, 08:06:30 AM »

 Grovel

Glad to here it Hal
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aMrio
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« Reply #5 on: October 15, 2008, 08:07:28 AM »

ah well, so maybe this explains why 50 sensors dont show 600 midgame nonstealth enemy ships splittet in like 10 fleets.

but i didnt understood in which way they are bugged; they dont detect scouting incommings, standard incommings or any incommings as usual?
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Hal
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Hello Dave.


« Reply #6 on: October 15, 2008, 08:39:04 AM »

if I told you how it is currently implemented, you would laugh so hard people would stare.
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The Big Banana Dancing Banana
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SunZi
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« Reply #7 on: October 15, 2008, 01:33:35 PM »

The scanner code is currently screwed up. This tactic is not actually accomplishing what people think it accomplishes. The problem is that large fleets are not being detected properly, in scouting or out of it, as much as they should. When the scanner code is fixed and implemented as intended (it is in the list) it will not be possible to hide a large fleet in scout orders (unless its a large fleet of stealthy ships)

for clarity let me repeat: scanner code is bugged/poorly implemented. its on the list.

..lol

i think there are alot of such glitches, cuz Space is based on Coultonian physics.  Grin
The possibility to hide large fleets in scout order (risking detection tho, as it happens alot) i think is serving balancing issue. Unabillity to have 'chance' for sudden strike will make the alliances without oomari even weeker. So it will somehow enforce 1/4 of the races to be oomari. And also will make impossible to do guerilla warfare vs stronger alliance.

but thats just thoughts. Wink
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Skythorn
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Skythorn - kinda like an airborne bramble field.


« Reply #8 on: October 15, 2008, 09:32:25 PM »

I hope we keep Coultonian physics - the fun weird bits that is, if we move to normal physics, where we have entirely logical stuff based on present day understanding (flat earth, no black holes, honest politicians etc.,) , i'm out-o-here.
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Jim
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« Reply #9 on: October 15, 2008, 09:34:20 PM »

I'm actually better with Coultonian physics than Normal physics....

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SunZi
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« Reply #10 on: October 16, 2008, 04:13:08 AM »

I hope we keep Coultonian physics - the fun weird bits that is, if we move to normal physics, where we have entirely logical stuff based on present day understanding (flat earth, no black holes, honest politicians etc.,) , i'm out-o-here.

actually most of the 'glitches' are left on purpose, as the game would become more predictable and straightforward, and easy for the number crunchers!
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some tactical tricks i used can be found here:
http://zerosumgames.net/index.php?topic=2195.0
Hal
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Hello Dave.


« Reply #11 on: October 16, 2008, 12:35:30 PM »

not true. it is quite possible to have well planned, deep, strategic options that make sense, not this malformed code. having code that patently doesn't do what it claims to do is just dumb.

and the solution to making your fleets less likely to be detected is to add stealthy ships to the fleet. When the scanner code is fixed, adding stealth ships to your fleet will actually make it harder to detect. imagine that!
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The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
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Srayman
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« Reply #12 on: October 16, 2008, 10:33:42 PM »

I'm actually better with Coultonian physics than Normal physics....



I see why I now have problems.  I guess with a physics degree I am at a disadvantage  Shocked
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SunZi
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« Reply #13 on: October 17, 2008, 06:47:27 AM »

not true. it is quite possible to have well planned, deep, strategic options that make sense, not this malformed code. having code that patently doesn't do what it claims to do is just dumb.

and the solution to making your fleets less likely to be detected is to add stealthy ships to the fleet. When the scanner code is fixed, adding stealth ships to your fleet will actually make it harder to detect. imagine that!

ofc i trust your judgement, i dont have any idea what the actual code looks like Tongue ..
my point is: it was a long way for the battle code to reach a 'balanced' state - As its now. Perhaps alot of things if taken into consideration alone - might look as crappy implemented or not working properly, but when all the bits are working together more or less we have good going game. There have been numeruous cases of small improvements that had huge impact on the overal gameplay (for worse in the most cases). This is just speculation , but keep in mind 'the butterfly effect' when imporving the code Wink
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some tactical tricks i used can be found here:
http://zerosumgames.net/index.php?topic=2195.0
Hal
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Hello Dave.


« Reply #14 on: October 17, 2008, 08:29:24 AM »

the players of space have shown great adaptability, making the game work in spite of its problems Smiley Be that as it may we are going to fix the problems anyway Tongue We will ofc keep game balance in mind.
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The Big Banana Dancing Banana
What I'm working on: Fixing Stealth orders
Completed recently: NAP Bounce bug fix
Updated: May 8th
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