The devs recently allowed retaliations for offensive losses - I’m not sure if it was deliberate or not (I assume it was); not sure why they’re doing it (my guess: anti-tanking); but it’s there. This may allow a really abusive mechanic, that could be related to some of the hyper-inflated scores we’ve seen lately.
Asuume 2 players: player A and Player B, part of the same alliance (or friends, or whatever)
Player A finds player B in their queue. Player A beats player B.
Player B now has Player A in their retaliation queue. Player B, through mutual arrangement, loses to Player A. A beats B again, and the cycle repeats itself, inflating A’s score the whole time.
Assuming Player B also continues to play and match their score to Player A, Player A’s score could inflate quickly with little work. Player B could be doing all the work for two players.
In and of itself, this isn’t hyper-abusive, and it’s generally pretty difficult to find a specific person in your queue.
However…
Factor in that we have linked alliances being run by the same person, you might only have to find one of a hundred different people. And you don’t have to risk your “real” account; you could have a sock puppet account looking for one of a hundred people, each of which also has a sock puppet account looking for one of a hundred different people. Each of these sock puppets could be a Player B looking for a Player A in the above scenario, and if a Player A has five Player Bs attached to him, scores could inflate very quickly.
The latest round of hyper-inflation started about the same time the retaliation for losses did. It wouldn’t explain everything - people report being hit twice in a minute and the like - but it would explain part of it. I don’t know if this is happening or not. Shields could exacerbate this, but aren’t really necessary for it to work (though they’d make the process work a lot faster once scores hit the ludicrous zone, since player As could presumably find each other at that point and shield hop off each other).
If this isn’t going on, I hope I didn’t give anyone a wrong idea. In any case, I think the devs need to reconsider the recent change allowing retaliations against people who lose to you. I don’t get the benefit of it; it only discourages risk-taking further in a game that harshly punishes risk-taking.