Author Topic: Superterminal exploit  (Read 2019 times)

Offline twistedreasoning

  • Newbie Mark III
  • *
  • Posts: 25
Superterminal exploit
« on: November 09, 2010, 11:26:51 pm »
So this is the first game I've actually dealt with a superterminal...

I basically dropped a fleet on a superterminal planet and farmed the terminal with parasites, leech ships, MRS, and a rally point so that after not too much time I had a huge fleet of Mark V ships and a total AI progress of around 600 but a floor and effective AI progress of only around 200... while owning about 20 planets of an 80 planet game. I assume I can go capture a few more planets (raising my AI progress) and then do it again.... Is there any drawback at all to doing this?

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Superterminal exploit
« Reply #1 on: November 09, 2010, 11:47:21 pm »
eventually, your floor will go through the roof.

No, but really, thats the POINT of the superterminal

the waves will continually get larger and larger and larger, in theory as well.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline TheDeadlyShoe

  • Full Member Mark II
  • ***
  • Posts: 194
Re: Superterminal exploit
« Reply #2 on: November 10, 2010, 12:19:46 am »
I wrote up this to put on mantis but then i didn't because I figured that parasites break the game anyway, so its not news when they break specific parts of it.  8)

I did find you could hold a superterminal open indefinitely with leech starships and a decent amount of defenses.

Specifically exploitable is that the superterminal will spew out mk3 scouts when its in in mk3 phase, as well as rare buff ships like armor boosters.

Shield bearesr in particular break the superterminal because a big stack of captured ones will soak all the damage from a wave.

If I had my druthers i'd give the superterminal (and Eyes) a reclamator protection aura.

I also believe the superterminals arnt scaling with ship cap but i havent tested that.

Offline twistedreasoning

  • Newbie Mark III
  • *
  • Posts: 25
Re: Superterminal exploit
« Reply #3 on: November 10, 2010, 12:42:56 am »
Yeah, but if I just keep equaling the floor with the total AI effective progress using the superprocessor, it will stay fairly low... if i start out with AIP of say 360 and a floor of 60... i can get a serious fleet of mark V ships and a Foor and Effective progress of 120 using the superprocessor and the ability to take 7 more planets or so before mark II waves show up. (around 260 AIP i think). Seems too one sided.

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Superterminal exploit
« Reply #4 on: November 10, 2010, 12:49:47 am »
diff 7, mk2 waves start at 230 (300-10xdiff )

but yeah. You can do the same with eyes later in the game...
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline twistedreasoning

  • Newbie Mark III
  • *
  • Posts: 25
Re: Superterminal exploit
« Reply #5 on: November 10, 2010, 12:51:42 am »


If I had my druthers i'd give the superterminal (and Eyes) a reclamator protection aura.


I like this idea

Offline Ozymandiaz

  • Hero Member Mark II
  • *****
  • Posts: 813
  • King of kings
Re: Superterminal exploit
« Reply #6 on: November 10, 2010, 07:09:02 am »
You can use the super terminal a lot, but eventually the waves will become very large that I generally find it not worth it, time wise. Done right I can get about 100 AIP reduction out of it in a good day without too much hassle assuming I ahve not killed too many data centerss and the like.

I have not had one in any of my recent games however, only pre Unity. After Unity I have almsot only used level 8+ AIs as well, not sure if its seeded based on AI level :).
We are the architects of our own existence

Offline Winter Born

  • Hero Member
  • *****
  • Posts: 527
Re: Superterminal exploit
« Reply #7 on: November 10, 2010, 10:21:54 am »
You can use the super terminal a lot, but eventually the waves will become very large that I generally find it not worth it, time wise. Done right I can get about 100 AIP reduction out of it in a good day without too much hassle assuming I ahve not killed too many data centerss and the like.

I have not had one in any of my recent games however, only pre Unity. After Unity I have almsot only used level 8+ AIs as well, not sure if its seeded based on AI level :).

Had one in a 7.3 / 7.3 game

Offline superking

  • Hero Member Mark III
  • *****
  • Posts: 1,205
Re: Superterminal exploit
« Reply #8 on: November 10, 2010, 10:51:46 am »
rather than a concerete reclaimer protection, how about a strong armour boost effect for nearby AI ships? then simply shredding them as they pop out wont work anymore

Offline lanstro

  • Full Member
  • ***
  • Posts: 100
Re: Superterminal exploit
« Reply #9 on: November 10, 2010, 10:43:10 pm »
The superprocessor is a too powerful imo.  They're the most powerful of all the random structures that can spawn (Mark V Zenith Reserve is more useful in an emergency, but that doesn't count).  They let you build up a massive fleet of high mark ships, reduce AIP by a huge amount, and all that at low risk.  The games I've had where they've been seeded turned into walkovers since you end up in the endgame with the aip 200+ points lower than it should be.

Offline twistedreasoning

  • Newbie Mark III
  • *
  • Posts: 25
Re: Superterminal exploit
« Reply #10 on: November 11, 2010, 12:00:30 am »
The superprocessor is a too powerful imo.  They're the most powerful of all the random structures that can spawn (Mark V Zenith Reserve is more useful in an emergency, but that doesn't count).  They let you build up a massive fleet of high mark ships, reduce AIP by a huge amount, and all that at low risk.  The games I've had where they've been seeded turned into walkovers since you end up in the endgame with the aip 200+ points lower than it should be.

agreed

Offline Winter Born

  • Hero Member
  • *****
  • Posts: 527
Re: Superterminal exploit
« Reply #11 on: November 11, 2010, 01:57:19 am »
post it to mantis if you want the developers to consider a nerf.

see my sig for help if required

Offline Ozymandiaz

  • Hero Member Mark II
  • *****
  • Posts: 813
  • King of kings
Re: Superterminal exploit
« Reply #12 on: November 11, 2010, 08:41:57 am »
Since I only tested it pre unity and pre neinzul, it could now actually be unbalanced.

Perhaps bigger waves quicker would be good.
We are the architects of our own existence