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Author Topic: Analyzing VUX limpet behavior  (Read 5464 times)
Shiver
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Analyzing VUX limpet behavior
« on: February 19, 2009, 04:13:02 am »

To my astonishment I have learned that the exact effect VUX limpets have on their victims has never been posted online. Not even in Ledmeister's Extended Melee Reference Text, which was supposed to be the total embodiment of Star Control fan OCD. Whether you want to hear about it or not, this is what a single limpet does to a ship when it attaches:


         Turn delay increases by 1 up to a limit of 255.

         Acceleration delay increases by 1 up to a limit of 255.

         Acceleration increment decreases by 1 down to a limit of 4.

         Top speed = (Old top speed / Old acceleration increment) * New acceleration increment.

         If a ship's acceleration increment is already at 4 or less, top speed will be set to 8.


Limpets have no effect on a ship's current velocity. A ship will not lose any of its current speed if you does not accelerate after a limpet affixes to a ship. This is good to know if you happen to be controlling a limpeted Mycon Podship that is careening around at gravity whip speed or something of that nature.


Here is how limpets affect an Utwig Jugger:

  [# of Limpets]    [Top Speed]    [Acceleration Increment]    [Acceleration Delay]    [Turn Delay] 
0
36
6
6
1
1
30
5
7
2
2
24
4
8
3
3
8
4
9
4
4
8
4
10
5
5
8
4
11
6
6
8
4
12
7


What this boils down to is that Individual limpets will cause a ship's forward mobility to plummet, but have a minuscule effect on turning. Any questions?
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SweetSassyMolassy
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Re: Analyzing VUX limpet behavior
« Reply #1 on: February 19, 2009, 04:49:40 am »

Thank god!
Actually, kind of interesting that the top speed drops to a minimum after only 3 limpets. Very funny that there's a cap at 255. I'm pretty sure that I've limpeted a computer until the ship icon was no longer visible.  If a ship was limpeted enough, beginning with a turning rate of 30 degrees a second, it would now turn 30 degrees in 255 seconds...very funny.
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Shiver
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Re: Analyzing VUX limpet behavior
« Reply #2 on: February 19, 2009, 05:05:57 am »

Not quite right. Wait intervals occur in frames. A frame is 1/24th of a second. 255 limpets would cause a delay of roughly 10.5 seconds.
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AngusThermopyle
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Re: Analyzing VUX limpet behavior
« Reply #3 on: February 19, 2009, 02:06:54 pm »

Can you imagine a VUX civil war? What a grueling, tedious affair that would be...
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Elvish Pillager
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Re: Analyzing VUX limpet behavior
« Reply #4 on: February 19, 2009, 03:44:08 pm »

...warping in already aimed at each other and blasting each other to pieces with the lasers. No problem.
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Re: Analyzing VUX limpet behavior
« Reply #5 on: February 20, 2009, 11:02:56 pm »

...warping in already aimed at each other and blasting each other to pieces with the lasers. No problem.

You're such a killjoy. Sad

Plus I'm pretty sure that's wrong. In VUX mirror, one of the two ships enters the arena facing a random direction rather than towards the other Intruder.
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Re: Analyzing VUX limpet behavior
« Reply #6 on: February 21, 2009, 03:51:03 pm »

Even if they're both a first pick?

Damn. This is another host advantage.
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SweetSassyMolassy
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Re: Analyzing VUX limpet behavior
« Reply #7 on: February 27, 2009, 10:15:06 pm »

next time you're in combat with a VUX, take a look at the character icon, especially when the Intruder is releasing limpets. Are the limpets being excreted from the VUX captains themselves?
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Re: Analyzing VUX limpet behavior
« Reply #8 on: February 27, 2009, 10:27:47 pm »

Quote
Top speed = (Old top speed / Old acceleration increment) * New acceleration increment.

So this is the needlessly complicated algorithm EP was talking about...

What exactly is it supposed to do?
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SweetSassyMolassy
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Re: Analyzing VUX limpet behavior
« Reply #9 on: February 27, 2009, 10:42:13 pm »

Quote
Top speed = (Old top speed / Old acceleration increment) * New acceleration increment.

So this is the needlessly complicated algorithm EP was talking about...

What exactly is it supposed to do?
Just as it says. The acceleration increment starts at 6, then bottoms out at 4, from limpet #3 to #256. The Old top speed is whatever top speed it had before the limpet was attached, combined with the old acceleration increment.

So, to go from a top speed of 36 to 30 you take (36/6)*5

EDIT:
I think in C++ this would probably be a nested loop of some kind?
(i=1
 j=6
for  1<=i=<250 do
 for j>4 do
   j=j-1
 end
i=i+1
end)


   

« Last Edit: February 27, 2009, 10:59:54 pm by SweetSassyMolassy » Logged

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Re: Analyzing VUX limpet behavior
« Reply #10 on: February 28, 2009, 12:00:59 am »

Quote
Top speed = (Old top speed / Old acceleration increment) * New acceleration increment.

So this is the needlessly complicated algorithm EP was talking about...

What exactly is it supposed to do?
Just as it says. The acceleration increment starts at 6, then bottoms out at 4, from limpet #3 to #256. The Old top speed is whatever top speed it had before the limpet was attached, combined with the old acceleration increment.

So, to go from a top speed of 36 to 30 you take (36/6)*5

EDIT:
I think in C++ this would probably be a nested loop of some kind?
(i=1
 j=6
for  1<=i=<250 do
 for j>4 do
   j=j-1
 end
i=i+1
end)


   



I understand what it does...

I just don't get what it's supposed to accomplish.
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Re: Analyzing VUX limpet behavior
« Reply #11 on: February 28, 2009, 04:35:17 am »

I'm not sure I understand what you mean. It accomplishes what it does.
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Re: Analyzing VUX limpet behavior
« Reply #12 on: February 28, 2009, 04:49:29 am »

I'm not sure I understand what you mean. It accomplishes what it does.

There is no point to that overly complicated algorithm. Why is it there? Where did it come from? That is to say, where did the idea to divide the old acceleration incrememt and then multiply the new acceleration increment come from? Why doesn't the top speed just adjust like the other stats?
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Re: Analyzing VUX limpet behavior
« Reply #13 on: February 28, 2009, 06:00:29 am »

Three jaychant posts in my thread is exactly three posts too many.
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Resh Aleph
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Re: Analyzing VUX limpet behavior
« Reply #14 on: February 28, 2009, 12:17:53 pm »

It makes more sense as:

Old top speed * (New acceleration increment / Old acceleration increment)

Assuming Old acceleration increment is the ship's original value, this method means that ships with a high (original) acceleration increment are less heavily affected with regard to top speed than ships with a lesser acceleration increment (because the above quotient will be closer to 1 for them).

TfB probably did this because they thought the (original) acceleration increment shows how "snappy" the ship is more than its (original) top speed, and they wanted to reward those snappy ships.


By the way, this isn't an "algorithm" really, it's just an arithmetic formula. Tongue
« Last Edit: February 28, 2009, 12:21:40 pm by Resh Aleph » Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
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