View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023766 | AI War 2 | Bug - Gameplay | Sep 17, 2020 7:10 pm | Nov 23, 2020 8:28 pm | |
Reporter | ultamashot | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.507 Bugfixes | ||||
Fixed in Version | 2.638 Why Do We Fall, Master Wayne? | ||||
Summary | 0023766: Negative hacking points | ||||
Description | Hacked 2 spire debris concurrently with 9 hacking points, and was left with -1 hacking points | ||||
Tags | No tags attached. | ||||
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Looks to me more like there isn't a check properly in place to prevent additional hacks at different locations when the current hacks in progress will deplete the point pool to be below required threshold upon completing. Probably should test to see if you can chain a few small hacks immediately in other locations behind something like a coordinator hack that would massively eat the pool and thus acquire a significantly negative point balance. |
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It doesn't really matter. Sure you can do multiple hacks in multiple places, but there isn't much benefit to doing it. You need to split forces to conduct multiples hacks, and once negative you need to refill your reserves. It's sometimes mildly useful but it isn't a "break the game" exploit. |
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I concur with Arnaud. Maybe add that detail into How To Play just to acknowledge it, without it needing to be in the hacking points tooltip to encourage it. |
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I think this should be handled better - either don't allow the hack to start, or immediately fail any hacks when no longer have hacking points for them. One example that actually happens from time to time: I have 50 hacking points. Start hacking GCA by a spare flagship, the planet defends itself and it takes ages. That makes 20 "free" points. Being the mindless bloke I am, I see 50 hacking points and start hacking a tech center with the mobile fleet, since tech is nice, right? That makes -10 "free" points. I believe it shouldn't be possible to exploit the system like this, since it's actually quite easy to misscalculate and get into this situation. |
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Why is it so bad if you can get into negatives? You then can't hack again until you get more hacking points. |
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I would like to see a detail added in the hacking how to play to acknowledge it since resources going negative often feel like a bug otherwise. It's a situation I feel a lot of players encounter particularly when dealing with spire relics hacks, so letting players know this is working as intended would be nice. |
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My opinion is that it's best not to let players use more of a resource than they have available if there are no repercussions for doing so. I.e. brownouts, or the Classic version where AI flipped out if you went negative makes sense. Just nothing happening at all is not optimal. |
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I've put in some changes to make it harder to get negative hacking points |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 17, 2020 7:10 pm | ultamashot | New Issue | |
Sep 17, 2020 7:10 pm | ultamashot | File Added: negative hack points bug.savemet | |
Sep 17, 2020 7:10 pm | ultamashot | File Added: negative hack points bug.save | |
Sep 20, 2020 12:10 am | CRCGamer | Note Added: 0058594 | |
Sep 20, 2020 6:43 am | ArnaudB | Note Added: 0058595 | |
Sep 20, 2020 9:24 am | ParadoxSong | Note Added: 0058596 | |
Nov 20, 2020 2:50 am | Arides | Note Added: 0059689 | |
Nov 22, 2020 2:19 pm | BadgerBadger | Note Added: 0059756 | |
Nov 22, 2020 2:48 pm | Metrekec | Note Added: 0059757 | |
Nov 22, 2020 3:33 pm | Strategic Sage | Note Added: 0059761 | |
Nov 23, 2020 8:28 pm | BadgerBadger | Note Added: 0059773 | |
Nov 23, 2020 8:28 pm | BadgerBadger | Assigned To | => BadgerBadger |
Nov 23, 2020 8:28 pm | BadgerBadger | Status | new => resolved |
Nov 23, 2020 8:28 pm | BadgerBadger | Resolution | open => fixed |
Nov 23, 2020 8:28 pm | BadgerBadger | Fixed in Version | => 2.638 Why Do We Fall, Master Wayne? |