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=== Assistant: Alright, now we’ve got raid bosses inside the raid bosses 😅 === Alright, now we’ve got raid bosses inside the raid bosses 😅 New enemy setup: * Most monsters: 2 hits to die * Some (earlier) elites: 10 hits (we can keep or ignore for now) * Now: 1 out of every 1,000 can tank 1000 hits before going down * All still: - Dodge projectiles - Hive mind = perfect coordination, shared info You still have: * 4× 500 mm, 1%–c relativistic giga-guns in space * ~66,668 shots per second * Infinite ammo, infinite durability, recoil solved, self-powered Let’s see what this “1/1000 with 1000 HP” actually does. ==== Total swarm: 101510^{15}1015 monsters. ==== Super-ultra-tanks (1000-hit units): 11000×1015=1012 monsters\frac{1}{1000} \times 10^{15} = 10^{12} \text{ monsters}10001×1015=1012 monsters Assume (for simplicity) everyone else is 2-hit: * Normals: 1015−1012≈9.99×101410^{15} - 10^{12} \approx 9.99\times10^{14}1015−1012≈9.99×1014 Hits needed: * Normals: 9.99×1014×2≈2.0×10159.99\times10^{14} \times 2 \approx 2.0\times10^{15}9.99×1014×2≈2.0×1015 * 1000-hit units: 1012×1001≈1.0×101510^{12} \times 1001 \approx 1.0\times10^{15}1012×1001≈1.0×1015 (roughly) Total ≈ 3.0 × 10¹⁵ hits Baseline all-2-hit case was 2.0 × 10¹⁵ hits → so again, about 50% more total damage required (similar to the 1/100 with 100 hits case). So pure numbers-wise, you’ve bumped the total “HP” of the swarm by ~50% again. But now the tankiness is more concentrated in fewer units (1 in 1000 instead of 1 in 100). That changes how they’re used. ==== These 1/1000 units are no longer just “tough guys.” They’re strategic assets. ==== The hive mind will use them as: ===== - A 1000-hit monster can sit in front of a formation and soak a ton of your fire. ===== * If your guns focus on it: - That’s 1000 relativistic, 500 kt-equivalent hits spent on just one body. - Meanwhile, everything behind it advances. ===== They can: ===== * Form walls or spheres around more fragile units. * So your shots hit them first, not the squishier stuff. * Rotate positions so tanks with more “HP left” move to higher-threat directions. ===== They can intentionally: ===== * Charge down your most heavily defended firing lanes. * Draw your attention and tracking capacity. * Force you to either: - Keep shooting them (and waste fire), or - Let big, obvious threats get closer while you focus normals. So instead of just “more HP,” they’re tactical tools for: * Diverting your fire * Blocking LoS * Absorbing a ridiculous amount of punishment in critical areas ==== In the ideal world for you: ==== * You shoot through or around 1000-hit units with AOE or clever geometry. * You tag lots of normals per shot. * You only finish off 1000-hit units later, when they’re the only ones left in a region. In the ideal world for them: * Every major attack axis is fronted by multiple 1000-hit monsters. * You’re forced to dump: - Hundreds of shots into each tank just to open a path. * While that’s happening, thousands/millions of normals behind them slip through less-defended angles. Because of that: * Your raw DPS hasn’t changed (still insane). * But your effective DPS on the vulnerable part of the swarm can drop a LOT if they play their tanks well and your targeting isn’t god-tier. ==== Let’s break it into two cases: ==== ===== If you can: ===== * Identify which ones are 1000-hit tanks (different energy signatures, size, behavior, etc.). * Track hit counts per target precisely. * Fire AOE/overlapping patterns so: - Each shot hits both tanks and normals behind them. - You’re never dumping 999 hits into a tank while ignoring a wave of normals slipping past. Then: * You can treat 1000-hit monsters like: - “Okay, this one needs 1000 chips; I’ll assign those over the next X seconds while still covering everything else.” * Your kill/zoning patterns can be designed so that: - Tanks don’t actually stop your area denial. - Normals still get shredded as they try to move past/around. In that case, again: : ===== If your firing logic is more like: ===== * “Shoot whatever is closest / biggest / straight ahead,” or * “Focus fire on the scariest-looking thing at the front,” Then the hive mind’s tanks become hard counters: * They place 1000-hit units exactly where your naive logic aims most. * You empty tens of thousands, hundreds of thousands of shots into them. * Normals on the flanks: - Dodge, - Approach from tricky angles, - Overwhelm sensor coverage. Result: * You keep hurting the swarm severely. * But eventually, enough slip through that: - Your platforms start getting surrounded or attacked. - You’re forced to split fire in suboptimal ways. - They might actually break you by exploiting your bad target prioritization. So the stronger these tanks are, the more your side depends on advanced coordination and smart targeting rather than just power. ==== At this point, the fight is: ==== * You: - Four relativistic doomsday guns - Infinite ammo / durability - Star-level power output * Them: - A quadrillion coordinated swarm - Dodging, hive mind - A small fraction of hyper-tanks (1/1000 with 1000 HP) It’s no longer: : It’s: : * They use 1000-hit units as: - anchoring points for formations - absorbers of your best shots * You use: - Predictive firing - Kill volumes instead of single beams - Smart prioritization to ensure: - You don’t over-invest into tanks too early - You still thin the bulk of the swarm If your side has comparable or superior tech/intelligence (which seems fair, based on your gun), then: : If you want, next we can: * Give the tanks slow regeneration or * Let a few of them ignore physics completely (like phasing, teleporting), and see if there’s a point where even your absurd 4-gun array is actually outmatched.
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