How To Set Up 3 Hives In 5 Minutes?

deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
<div class="IPBDescription">Bug, Exploit or Design?</div> Its possible and I've seen it pull off myself.

The trick?

If you're Skulk and died, press F4 to go into Ready Room and rejoin your team, sure you'll lose some leet stats if you're a leet player, but its a small price to pay considering that the Gorges on your team can secure the Resource Nodes a hell lot faster as well as the 2nd and 3rd Hive.

Reason?

The resources of Kharaa players' who left the team goes to the Gorges.
(or gets divided, either, I'm not sure, but it will gives them the extra resource that they need)

Within 10 minutes or less you'll be able to walk around as a Fade, slicing up Marines with LMG and without HA, spamming Bile Bombs into their main base in a while, staying 100% invisible at corners and cutting up any Marines that passes through.

God,

I scored 39 / 0 on that game.
(yes I pressed F4 twice to give my resources to the Gorges to secure the nodes and hives)



So ...

Is this intentional by design?

A bug?

An exploit?

A very leet tactic?

Comments?

Feedbacks?

P/S : Forgive me for being ignornant if this issue has already been discussed before

Comments

  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    I distinctly remember thinking that this could be exploited when I noticed the increase in resources. On one hand, all you're doing is redistributing existing resources for the team. On the other, by doing it you're allowing resources to be accumulated by the gorges faster than should be allowed.

    I can see the reason for redistributing resources, since you don't want to lose out on team resources. I guess a possible fix would be to remove the 3x priority the gorges get for the purposes of redistributing points when a player leaves. Then again, if EVERYONE on the Kharaa side does it, the result is the same.

    Troubling.
  • iddqdiddqd Join Date: 2002-11-07 Member: 7596Members, Constellation
    I think it's great that the ready room is there, it's nice to walk into the game...


    but it can be exploited too easily. maybe a timer that limits the number of times you can go into the ready room. like, say, 3 times in 20 minutes (I dunno). it could be helpful...
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Somewhat of an exploit, but if the Marines are dumb enough to let 1 gorge run around unmolested while the rest of their lame friends hang out in the RR, I say they deserve to lose. If the Marines kill that gorge and both (very weak - could use an LMG) unbuilt hives, the game should be an easy victory for humanity.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I thought I already fixed this problem, but I guess not. It'll be fixed in the next server patch.
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    <!--QuoteBegin--MonsieurEvil+Nov 7 2002, 08:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Nov 7 2002, 08:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Somewhat of an exploit, but if the Marines are dumb enough to let 1 gorge run around unmolested while the rest of their lame friends hang out in the RR<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ahhh... but the thing is, they just have to leave, then enter the game again. It really has only cost you a couple of seconds. You don't leave and stay gone. You just leave then hop back in and go about your business.
  • c0brac0bra Join Date: 2002-11-07 Member: 7546Members
    Maybe resources from departing players should be pro-rated?
  • c0brac0bra Join Date: 2002-11-07 Member: 7546Members
    <!--QuoteBegin--Flayra+Nov 7 2002, 03:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 7 2002, 03:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I thought I already fixed this problem, but I guess not. It'll be fixed in the next server patch.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What do you mean by "fixed". Will the resources dissappear?
  • justusjustus Join Date: 2002-11-02 Member: 4632Members
    dissappear or not but this has to be removed :/
  • KMOKMO Join Date: 2002-11-07 Member: 7617Members
    Hi there - this is my first post. Amazing mod. Deep respect. I really don't envy Flayra the task of keeping a sane set of game rules, what with some of the cunning people out there.

    Anyway, I went to bed thinking about this one. It's a toughie. When a Kharaa leaves the game, it appears that his resource is distributed equally(?) among the rest. This is to solve the basic problem that you don't want the resource to disappear, and the Kharaa to be penalised. That seems reasonable. But when a Kharaa joins late, he gets no resource. This is both annoying for that Kharaa, and indirectly leads to this exploit.

    One "obvious" change might be for a joining Kharaa to be given a resource pool from the other players. This happens indirectly with marines - one more marine shouting for armour/guns means less for the other players. One option could be for a proportional split - eg if a 6th Kharaa joins, he shoulf start with 1/6 of the total resource - all the other players resource could be reduced by 1/6.

    This seems fairer, but does introduce other quirks. A gorge just about to build a hive could suddenly be back down another 10 res points, annoying him, but on the other hand if he'd had more players to start with, he wouldn't have had that much resource anyway. Also, someone who's just used all their resource could leave and rejoin to steal some back from the other players. But that's just general intra-team squabbling, and would only ultimately harm the team.

    Another consideration is if a Marine decides to sabotage by switching to aliens and back, what happens? With this scheme, the net effect would be minimal - the resource would be scraped off each of the players, then reallocated. The only question is about the deallocation/reallocation. Should it be proportionate to amount or fixed amount per player? I think I'd go for fixed amount per player for both.

    So I think that this scheme is ultimately preferable. The main point is to not allow cunning players to tip the balance of the game majorly. A cunning player could still nick resource from his own team, but not enough to get more than the average, and it would only ultimately harm the team. Not much worse that him just being AFK.

    I've just reread the thread. Do Gorges really get 3x priority for distributed resource from players leaving? That doesn't really make sense to me. I'd make it equal, I think, but I'm still not totally sure about some of the other mechanics. Does resource overflow from player to player if, say, some Skulks have full 33 resource and can't take any more, or does it stay in a hidden per-player reserve?
  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    Gorge gets the extra resources if Skulks can't hold them anymore.

    No it is darn fine by me that new Kharaa players who join the team during mid-game gets 0 resources.

    If the team is good and have secured a lot of resources, the new player's resource pool would be full in no time.


    And I think you are missing the whole point here.

    This exploit is only applicable during the 1st 5-10 minutes of a game.

    It is not used after that.

    Just for extremely fast expanding for the Kharaa team.

    The Gorges(1 or 2 is enuf, please) will be able to use the extra resources to rapidly cap as many resource nodes while the Skulks keeps the pressure on the marines so the marines can't expand and prosper.

    Skulks who died press F4 and rejoins the team(only sacrificing some stats) while the Gorges gets resources super fast to set up the 2nd and 3rd Hive in 5 minutes time.
  • ShadowDrgnShadowDrgn Join Date: 2002-11-01 Member: 2230Members
    The simple solution to this is to have leaving kharaa only contribute their resources - 10 back to the pool (don't let that be negative, round to 0). No complicated formulas, no potential to exploit, no changes to the current way things work. If someone repeatedly joins/rejoins the team, they won't be adding any resources to the pool, and when someone really leaves, the resources that were actually created and allocated for him are returned, not the 10 "freebies" for joining the team. Is this what you have in mind Flayra?

    KMO: in answer to your last question, the extra resources are put back into the team resource pool, where other players who aren't full will take them. Have you ever been in a game where the aliens were about to win and your resources would go to 100 instantly upon evolving? That's because everyone else on the team was full and you got the full resource pool. And it probably had a backlog of a few thousand if no one was dying for a couple minutes.
  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    Duh.

    Kharaa Players don't lose their resource points when they die.
  • TheScapegoatTheScapegoat Join Date: 2002-11-09 Member: 7870Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This exploit is only applicable during the 1st 5-10 minutes of a game.

    It is not used after that.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not exactly true. That would be a nice tactic in late game if the marines have taken most the resource nodes on the map or hives. The skulks running around will probably have 33/33, the Gorge could get a strong base, then the skulks leave to start filling up his resources unill they can seciure nodes and hives fast.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    Might be a useful tactic for laming in publics, but if you pulled that in a clan match, the admins should throw your team out of the league.
  • TAUTheOMeGaTAUTheOMeGa Join Date: 2002-11-09 Member: 7919Members
    It'd be obvious enough seeing aliens coming in and out of the ready room <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    -TAU|TheOMeGa
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    What should happen is that if a player goes to the RR to give back his RPs then the server should keep his RPs until he joins the Kharaa again (this is including if the player leaves the server and then reconnects) until the match/round/whatever is over.

    If that player never joins the Kharaa again for that match/round/whatever then his RPs are lost and cannot be recovered.


    P.S. I know what I'm trying to say but I can't really put it into text.
  • TAUTheOMeGaTAUTheOMeGa Join Date: 2002-11-09 Member: 7919Members
    or rather...the server could just delete those rp's rather than hold them...there isn't a reason a person would have to join the ready room then come back and need 100 resources for alien....

    possibility of a bug would could bring hte resources to marine...i dont know much about coding but seems like a potential one :/

    -TAU|TheOMeGa
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    just have 3 gorges.. two at a time though so resources go fast... If you buiild a hive you should build offense and defense towers with it.
  • OnosOnos Join Date: 2002-11-06 Member: 7452Members
    just delete those resources, they were that players, and if he leaves, why should they be given to the team? solves any problems
  • The_HowlerThe_Howler Join Date: 2002-11-01 Member: 2497Members
    <!--QuoteBegin--Onos+Nov 11 2002, 01:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Onos @ Nov 11 2002, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->just delete those resources, they were that players, and if he leaves, why should they be given to the team? solves any problems<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well, it's unfair within the scope of the game. The marines don't lose resource points when one of their members quit. Since the Khaara pull resources from a pool, those resource points would have been given to the other players on the team. I think the best way to fix it is to have the points reallocated after someone leaves the game (or joins the marines) rather than when they enter the ready room. I doubt someone would die as a skulk, leave the game, and then wait in line for another spot on the server just to give his working gorge some extra RPs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    i'd say it's a major exploit, but im sure it's the same if you go to ready room (to even teams) of course the team would still get ur resources, so what i suggest is if you go to the readyroom, you can't go back to the same team (without being on the other team) or until the end of the round.
  • DonosDonos Join Date: 2002-11-06 Member: 7300Members
    why not have the server hold the resource for the next guy who joins the team? (then nothing is lost .. tho its out of the loop for a little while) Basically a skulk goes to readyroom (loses 33 pts ) then he rejoins, he gets his 33 points back.. no biggy , however if he leaves the game and someone else joins, they get his 33 pts so they dont have to start from scratch.
  • KillbertKillbert Join Date: 2002-11-02 Member: 3807Members
    I think server should keep the players rp, but share it whit aliens if he either disconnects, or joins marines. I don't think there are too many people that would go through the trouble in that case to exploit this. There might be some ofcource, but not enough to make it a big issue.
  • Deadmeat43Deadmeat43 Join Date: 2002-11-08 Member: 7690Members
    I have a solution that I think might be applicable. Since 99% of the time this is used to expand fast then you usually only have 1 hive and a 33 resource cap on all non-gorg classes. When a player enters the ready room, re-distribute his points among the team, but only to the NON-gorg players. They may all be filled to 33, but after evolving to gorg its down to 20 and nowhere near enough for a new hive yet. While this may give a slight advantage still, it wont be enough to allow the aliens to take over almost from the start.
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