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Author Topic: Einsteinian Roulette: OOC and NEW PLAYER INFO  (Read 2496260 times)

piecewise

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20535 on: July 26, 2015, 04:16:40 pm »

And in light of such devastation, I changed my death counter to a progress bar! Though PW being slow will probably slow it down somewhat :P

I should go fiddle with the code on that a little more...
I've got 25 levels to play with, kri, I can't blow my load on the ground floor.

I just wonder how high the fatality rate as to get before they try to run away.

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20536 on: July 26, 2015, 04:28:25 pm »

And in light of such devastation, I changed my death counter to a progress bar! Though PW being slow will probably slow it down somewhat :P

I should go fiddle with the code on that a little more...
I've got 25 levels to play with, kri, I can't blow my load on the ground floor.

I just wonder how high the fatality rate as to get before they try to run away.

We should really invest in a mobile version of those rods they have at R&D for crap like this. Too bad they're so bad for reality and such.
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20537 on: July 26, 2015, 04:31:55 pm »

Assuming that one of those levels (randomly chosen) actually contains what they are seeking, and each wrong level results in, say, one casualty on average, statistically speaking, what are the chances of them actually reaching the goal with the chosen strategy of theirs (two teams, one going down from the top, one going up from the bottom), assuming fanatical determination and lack of fear of death?

As in, at least a single survivor reaching the source alive? :P

P.S. They do have a few sods yet. They also count as valid victims, but they cannot capture the flag on their own. This spices the calculations up, doesn't it?
« Last Edit: July 26, 2015, 04:34:45 pm by Nikitian »
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20538 on: July 26, 2015, 04:37:05 pm »

Assuming that one of those levels (randomly chosen) actually contains what they are seeking, and each wrong level results in, say, one casualty on average, statistically speaking, what are the chances of them actually reaching the goal with the chosen strategy of theirs (two teams, one going down from the top, one going up from the bottom), assuming fanatical determination and lack of fear of death?

As in, at least a single survivor reaching the source alive? :P

P.S. They do have a few sods yet. They also count as valid victims, but they cannot capture the flag on their own. This spices the calculations up, doesn't it?

25 floors

One-fifth chance they all die before they reach the source (If  it's on rows 10-15, RIP)
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20539 on: July 26, 2015, 04:47:50 pm »

I hope a rescue team doesn't have to be sent in.
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20540 on: July 26, 2015, 04:59:44 pm »

We'll take care of it.
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20541 on: July 26, 2015, 05:09:33 pm »

Reviewing the mission details, I was reminded that there's a nice, big, blowy nuclear reactor somewhere in the center of the colony. M-mmm. Very suitable "way to make sure".  ;)
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20542 on: July 26, 2015, 05:12:41 pm »

There should be one mission that you are free to go on at all times, and is permenantly there in the background for the rest of the game except that it is filled with high mortality bullshit.
If someone wants to go out in a blaze of glory, let them go on that mission, and if someone new comes in, put them on that mission and call it orientation day.
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20543 on: July 26, 2015, 05:35:55 pm »

There should be one mission that you are free to go on at all times, and is permenantly there in the background for the rest of the game except that it is filled with high mortality bullshit.
If someone wants to go out in a blaze of glory, let them go on that mission, and if someone new comes in, put them on that mission and call it orientation day.
Traumatize every newby by having them stand next to a guy who is violently exploding in their face.
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20544 on: July 26, 2015, 05:36:52 pm »

There should be one mission that you are free to go on at all times, and is permenantly there in the background for the rest of the game except that it is filled with high mortality bullshit.
If someone wants to go out in a blaze of glory, let them go on that mission, and if someone new comes in, put them on that mission and call it orientation day.
We already have that. It's called the Rec Room :P
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20545 on: July 26, 2015, 05:40:33 pm »

There should be one mission that you are free to go on at all times, and is permenantly there in the background for the rest of the game except that it is filled with high mortality bullshit.
If someone wants to go out in a blaze of glory, let them go on that mission, and if someone new comes in, put them on that mission and call it orientation day.
We already have that. It's called the Wreck Room :P
Fix'd.  :P
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20546 on: July 26, 2015, 06:29:35 pm »

Really though, one team from top the other from the bottom seems like a bad choice. Something like binary search would be better or some variation thereof. Because assuming searching one level takes enough time for another one of those pulses to hit us, then we'd have a maximum of 12 pulses until we find it, which would probably lead to a TPK. On the other hand, if we send one team to check the top, one team in the bottom and one team in the middle, then with the first pulse we eliminate the chance that this thing is above or below the colony (or confirm it, in which case job done) while the middle team tells us where the pulse came from, up or down (if the team does not survive, then their time of death compared to the time of injury of the other teams could achieve the same). Assuming a uniform 33% death rate for each level, that gives us... 8-7 survivors for the first pulse with 10 levels left to search.

Continuing the search by dividing the team in 3 teams (or two if there are more casualties by other threats in those floors) and sending them to explore the middle of the group of unexplored floors the source could be in, we could finish the search much more quickly, with much higher chances of survival.

If you're afraid of splitting the group in three, then you can just send the second group to the middle. I'll suggest that IC tomorrow.

If piecewise let us use spread the sods out across the levels, we could be done by the time the next pulse hits, maybe even use them to triangulate the source's position, but I doubt he'd make it that easy.

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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20547 on: July 26, 2015, 08:56:32 pm »

I've been thinking about Mad Hatter, and I just understood that it can probably also negate Black Halo effect to some point, as well as direct mindfuck-based invisibility tricks (to some point, once again). So hopefully it can be useful even outside M21, in certain situations (in addition to all the Cartographer-clone mapping features).
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20548 on: July 27, 2015, 03:11:32 am »

And in light of such devastation, I changed my death counter to a progress bar! Though PW being slow will probably slow it down somewhat :P

I should go fiddle with the code on that a little more...
I've got 25 levels to play with, kri, I can't blow my load on the ground floor.

I just wonder how high the fatality rate as to get before they try to run away.

Your 'not load' killed 5 characters. I can't wait to see how the rest of this goes, it's shaping up well!
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Re: Einsteinian Roulette: OOC and NEW PLAYER INFO
« Reply #20549 on: July 27, 2015, 03:24:48 am »

Okay kids, from now on until that weird insta-death mission is completed, whenever a euphemism for sexual attraction to murder is used take a shot.*
*Don't actually do this.
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