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=== Assistant: Nice, you’re turning this into a full-on boss-rush simulator 😄 === Nice, you’re turning this into a full-on boss-rush simulator 😄 New rule you gave: : I’ll assume this breakdown for the 10¹⁵ monsters: * 1/1000 = 0.1% → 1000-hit tanks * 1/100 = 1% total with at least 100 HP → so let’s say: - 1/1000 (0.1%) are 1000-hit - The other 9/1000 (0.9%) are 100-hit * The remaining 990/1000 = 99% are 10-hit monsters So three tiers: * 99% → 10 hits to kill * 0.9% → 100 hits to kill * 0.1% → 1000 hits to kill You still have your 10-gun space array: * 10 guns, each: 500 mm, 1% c, 1,000,000 rpm * Total rate: ≈ 166,670 shots/sec * Infinite ammo, infinite durability, recoil solved, self-powered ==== Total monsters: N=1015N = 10^{15}N=1015. ==== ===== - 10-hit monsters: N10=9901000N=9.9×1014N_{10} = \frac{990}{1000} N = 9.9 \times 10^{14}N10=1000990N=9.9×1014 ===== * 100-hit monsters: N100=91000N=9×1012N_{100} = \frac{9}{1000} N = 9 \times 10^{12}N100=10009N=9×1012 * 1000-hit monsters: N1000=11000N=1012N_{1000} = \frac{1}{1000} N = 10^{12}N1000=10001N=1012 ===== - 10-hit group: 9.9×1014×10=9.9×10159.9 \times 10^{14} \times 10 = 9.9 \times 10^{15}9.9×1014×10=9.9×1015 hits ===== * 100-hit group: 9×1012×100=9×10149 \times 10^{12} \times 100 = 9 \times 10^{14}9×1012×100=9×1014 hits * 1000-hit group: 1012×1000=101510^{12} \times 1000 = 10^{15}1012×1000=1015 hits Add them: * 9.9×1015+9×1014+10159.9 \times 10^{15} + 9 \times 10^{14} + 10^{15}9.9×1015+9×1014+1015 * 9×1014=0.9×10159 \times 10^{14} = 0.9 \times 10^{15}9×1014=0.9×1015 * So total ≈ (9.9+0.9+1.0)×1015=11.8×1015=1.18×1016(9.9 + 0.9 + 1.0)\times 10^{15} = 11.8 \times 10^{15} = 1.18 \times 10^{16}(9.9+0.9+1.0)×1015=11.8×1015=1.18×1016 hits Compare: * Original “everyone is 2-hit” swarm: 2 × 10¹⁵ hits * Now: 1.18 × 10¹⁶ hits So the swarm’s total toughness is now about 6× higher than the simple 2-hit version, and roughly 4× higher than your earlier 2-/100-/1000-hit mixed versions. They are way tankier overall. ==== ### ==== Before, the “trash mobs” only needed 2 hits: * One mistake, one glancing shot, and they’re nearly done. * AOE and random shrapnel clean up a lot of them. Now they all need 10 solid hits: * Your area damage is still brutal, but each monster soaks more punishment. * Every region of swarm density takes longer to clear. * The time window where they can: - Dodge, - Reposition, - Layer behind tanks …is much bigger. Even without the big tanks, turning the baseline from 2-hit → 10-hit already really helps the swarm survive your fire longer. ===== The 100-hit and 1000-hit ones now stand out even more: ===== * 10-hit vs 100-hit = 10× tougher * 10-hit vs 1000-hit = 100× tougher The hive mind will: * Put 1000-hit monsters at the tips of spearheads and in front of critical formations. * Use 100-hit monsters as secondary shields behind or beside them. * Wrap whole sub-swarms in shells of heavy units so: - Your shots hit tanks first, - Squishier (but still 10-hit) ones behind get time to close in. They’re like big, mobile bunkers and shield walls, not just “stronger dudes.” ==== Your guns are still absurd: ==== * Each shot = ~500+ kiloton nuke’s worth of kinetic energy. * 166,670 of those per second. * Infinite ammo, infinite durability. So: * In raw damage, you’re still a small star that hates monsters. * The question is now all targeting and geometry. ===== - You can identify the different tank tiers (10 / 100 / 1000 hit) via sensors. ===== * Your targeting AI can: - Keep track of hit counts per target (or at least per region), - Prioritize: - Soft targets when you need to thin the mass, - Tanks only when they’re truly blocking key lanes. * You use area patterns instead of single-pencil shots: - Wide kill-cones, - Curtains of fire, - Crossfire that forces dodges into other guns’ lanes. Then: * The swarm’s 6× HP just means more time, not a hard cap. * Your 10 guns can still carve out gigantic kill-boxes in space. * Eventually, if they keep having to come toward you, you grind them down. ===== - Your targeting is “dumb strong”: - Always aiming at the nearest or biggest, - Pouring massive fire into 1000-hit monsters too early, - Not exploiting AOE well. ===== * The hive mind: - Uses tanks to soak your best firing lanes, - Sends huge bands of 10-hit units through less-covered angles, - Spreads out so much that you can’t keep all directions saturated. Then: * Even with 10 guns, your effective kill rate on the dangerous part of the swarm drops. * Enough of them might survive long enough to: - Surround the array, - Attack from within your minimum effective range, - Or just force you to split fire so much that your kill-zones weaken. ==== By making: ==== * Most of the swarm 10-hit, * A small fraction 100-hit, * A tiny fraction 1000-hit, you’ve turned their army into: * A thick “meat ocean” (10-hit masses), * Fronted and interlaced with heavily armored spearheads and shields. Your side: * With 10 relativistic 500 mm guns, still has insane overkill potential. * But the war is now very much: - Your AI + tactics vs their hive-mind strategy, - Not just “point big gun and everything dies quickly.” If we keep buffing them like this, the next natural step is: * Give some tanks regeneration, * Or energy shields, * Or even the ability to absorb and redirect some of your shots… and then we see if there’s a point where your 10-gun array finally hits something it really can’t brute-force through.
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