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Fragment of a discussion from Talk:Energy Drop
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@Skilgannon - this sounds like a good idea to recheck my energy drop against the enemy drop if i hit a wall. Because in all other cases i can detect inactivity 100% based on my energy profile and just adjust the enemy energy on that. Actually i came to think about inactivity because i observed that in melee end games it happens quite frequently that the inactivity timer kicks in (long range and bullets < 1.0). The main "concern" i have, is winning by inactivity makes you loose all bonuses (have to recheck if the bonus get lost for all opponents).

@chase - i hade a quick peek at your code and it looks like you have the same "trouble" with your solution, as i had with my first try. Because an enemy can still shoot <1.0 bullets and the inactivity will not be canceled. This means basically that your waves on inactivity are of by 0.1 bullet power (0.3 pix per turn) . Probably not worth of thinking about it but if you add the uncertainty of wall damage that could become more "serious".

Well, maybe i should explain a little more why i'm nitpicking on this. Based on observations i made on almost all high ranked wave surfer bots, i'm playing with a experimental trick movement for those bots, based on 'forced' wall hits and shooting the same turn i hit the wall. I guess theoretically it could work quite nice and just for the sake of curiosity.

Wompi13:25, 13 December 2012