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What features/exploits do we allow?

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  • #16
    This is a fairly old (as the Demo game goes ) thread, but there were a few things that I'm not sure if they are exploits or not...

    First...building sensors where bases will go. I'm not entirely sure, but this seems like an unintended "feature" rather than strategy, at least to me (it does make for some interesting strategical decisions, I'll admit). Pretty much all terraforming stays beneath the base, but pretty much everything else only affects resources, which is independent of terrain (except rivers). And you can't build sensors on a base, only the base on the sensor.

    Second (and a rather unused "feature")...what I think someone called the "crawler crawl." It "exploits" (at least to me) that you can tell a crawler to gather resources even when its turn is over. So, if you have a line of crawlers from right next to you base to five squares down and a new crawler at your base, you can crawl the original five spaces and a sixth at the end by moving #5 to spot 6, gathering, moving #4 to spot 5, gathering, etc, until you move the new one to the first spot and have it gather.

    Z

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    • #17
      I have never heard of any exploits before, and that makes these doubly interesting. It is clear to me that all of these are rather dramatic exploits, and should be banned, except for a few.

      The Crawler upgrade one mentioned in the top post is one that I don't consider an exploit, just from my own thoughts for a minute. The "Crawler Crawl" I don't properly understand the benefit of, so could someone please let me know what it does?

      The sensors on the base site - does this just give a 25% Defense bonus? If this is all, then I don't see why we shouldn't allow this - it is nothing that the game doesn't let us do anyway.
      Consul.

      Back to the ROOTS of addiction. My first missed poll!

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