RoboRally Arena II http://webxxx.schlund.de/cgi-bin/pbeme.pl?game=roborall Competition 1 Round 1 Turn 3 TURN FOUR PROGRAM CARDS ARE DUE: 0900 GMT, Monday, January 29, 2001. Receipients: - All active or fragged 'bots, any other. Contents: - Turn three event report - Current 'bots. - Current board. - Randomised list of program cards. - Options available at the end of the turn. - Notes. * Turn three event report. Turn Three: (1) Droideka none none none none none turn/phase 3/1 card none position b4w droidman off on its lonesome .. 3/2 none b3w things change dramatically .. Not dramatically enough to cause drdk any harm though. 3/3 none b2n *sigh* .. 3/4 none c2n CAPPED .. Well .. Sort of .. Ablative coat takes the brunt of the shot from pivot. Does this count toward damage dealt out by pivot? No .. Why? Because no damage was done to the 'bot. 3/5 none d2n good old ablative coat . Shmoo is an 'ex-'bot. (2) Shmoo none none none none none turn/phase 3/1 card none position f13s shmoo taking a bit of a pasting here .. One more damage and that's it .CAPPED! By twonky and BOOM! ..proximity mined by pivot. 3/2 none FRAGGED!!! Pivot deals the fatal blow via standard laser. Frag one of Arena II 3/3 none 3/4 none 3/5 none POST FRAG REPORT. 'Bot: Shmoo. Phases (survived): 11. Damage done: 0. Damage received: 10. Fragged by: Pivot. Movement: 7. Options: none. Comment: Though Pivot claims the frag, twonky has to be miffed after doing all the hard work putting 6 caps into shmoo. (3) Pivot U-383 3-813 U-393 R-273 2-783 turn/phase 3/1 card U-383 position e12s (place proximity mine) unfortunately pivot has miscalculated (hopefully) when the mine would go off. Planting mines and goo and the big one and stuff like that happens before 'bot movement then the device becomes active at the start of the resolve laser fire part of the phase. this gives the bots a chance to move off the device before it goes off. or in this case a chance to move far enough away. pivot u-turned on the thing which left it on top of the bomb while the conveyor did its thing and then it went off. BOOM! damage to pivot (4), Al (2), Twonky (2) and shmoo (1). looking at it though, if youre going to make a mistake then making one that results in a lot of damage to other 'bots as well is the best way to go ... so maybe .... pivot then went on to CAP! twonky. 3/2 3-813 f2s FRAG ONE OF ARENA II AWARDED! Pivot nails shmoo right across the board. perhaps THIS is where the previous option use should have been . IM OUTTA HERE says pivot . and twonky went with it . priorities worked against twonky who would have claimed the scalp of shmoo with a higher priority than pivot on their respective move 3's 3/3 U-393 g2n nothing there anymore as the smoke clears notes pivot with a hint of satisfaction .. 3/4 R-273 h2e CAP! Hmmm .. Not really .. Shot at droideka but d-bot's ablative coat stopped the shot 3/5 2-783 k2e danged ablative coat .a mixed turn for pivot .. Got the frag which makes qualifying for the grand final easier but took a hammering which makes getting fragged all the more likely. Two locked registers #'s 4 and 5 are: R-273 and 2-783 respectively. A rear laser for surviving the turn. (4) clunker R-264 1-644 R-244 1-544 3-844 turn/phase 3/1 card R-264 position i4n keep 2-700 on flywheel .. CAP! Into zig. 3/2 1-644 i3n might have thought it was all quiet at the top of the board .. Not so CAP! Obligatory point off zig CAPPED twonky went a long way to put on this shot. 3/3 R-244 j3e OW! Shoved by twonky and its ramming gear CAPPED by twonky also CAP! H.P.L. goes through nightswimmer and into twonky. 3/4 1-544 k3e shoved nightswimmer onto the conveyor .. CAP and CAPPED!!! Exchange with twonky. 3/5 3-844 a3e CAP and CAPPED!! The exchange with twonky continues. Lots of damage for clunker this turn 2 locked registers being #4 and #5 to: 1-544 and 3-844 respectively. A missile launcher to play with for the next turn. (5) NightSwimmer none none none none none turn/phase 3/1 card none position k3w zzzzzzzz .. Murmur . Zzzz 3/2 none k3w ahhh .. Do those optical sensors see even though they cannot transmit? 3/3 none k3w CAPPED!!!! The long dormant nightswimmer gets a taste of things to come .clunker the damager. 3/4 none l4w shoved onto the conveyor and that moved it out of harms way . 3/5 none l5w saved for the time being by the conveyor .. A moving target now (6) Funfundfunfzig none none none none none turn/phase 3/1 card none position i11e CAPPED! Shot by clunker. 3/2 none i11e CAPPED!! Shot again by clunker. 3/3 none i11e not capped . 3/4 none i11e zzz 3/5 none i11e uh oh .. Don't look north . (7) Twonky 2-727 3-797 1-567 U-417 U-387 turn/phase 3/1 card 2-727 position e13e (L-037on Dual Processor (ramming gear on)) award for most activity for one phase .. CAP! Shot shmoo CAPPED! Shot by pivot BOOM! Caught by a pivot prox.mine. 3/2 3-797 h3e CAP! Not exactly to plan but effective nonetheless .. Shot clunker when the now non-existant shmoo was the target (and a more important one perhaps) This was all made possible by a big shove from pivot. 3/3 1-567 i3e ramming gear into clunker and CAP! Also into clunker. CAPPED!! By clunkers hpl 3/4 U-417 i3w CAP and CAPPED!! Exchange with clunker. 3/5 U-387 i3e CAP and CAPPED!! Exchange with clunker. Twonky comes out the worst off for all that damage dealt out, other than the fragged shmoo that is .. 6 points of damage for the turn. Two locked register: 4 is U-417 and 5 is U-387. The scrambler to see what might use it might be for turn 4 .. (8) Aluminman none none none none none turn/phase 3/1 card none position f12n BOOM! Caught in a pivot proximity mine. 3/2 none e12n its all gotten real quiet all of a sudden. 3/3 none d12n zzzzz 3/4 none c12n zzzzz 3/5 none b12e zzzz . a very quiet turn which must please those looking on helplessly . . * Current 'bots Official table 'bot name and number status loc. #cards Droideka 1 active d2n 0 Pivot 3 active k2e 3 clunker 4 active a3e 3 NightSwimmer 5 active l5w 0 Funfundfunfzig 6 active i11e 0 Twonky 7 active i3e 3 Aluminman 8 active b12e 0 Shmoo 2 fragged Tin Can 9 in waiting Herbie 10 in waiting Blighted 11 in waiting * Current board. A B C D E F G H I J K L M |------|------|------|------|------|------|------|------|------|------|------|------|------| 1 | | | | | | | | | | | | | | | | | | | | | | | | | | | | |------|------|------|XXXXXX|------|------|------|------|------|------|------|------|------| 2 | | /--> |----->|drdk 0|----->|----->|----->|----->|----->|----->|Pivt 6|---\\ | | | |//--> |----->|(puck)|----->|----->|----->|----->|----->|----->| >>>> |---vv | | |------|------|------|------|------|------|------|------|------|XXXXXX|------|------|------| 3 |clnk 6| ^^ | | | | | | |twky 6| | | || | | | >>>> | || | | | | | | | >>>> | | | vv | | |------|------X------|------|------|------|------|------|------|------|------|------X------| 4 | | ^^ X |/----\| | | | | |/----\| | || X | | | || X |\----/| | | | | |\----/| | vv X | |------|------X------|------|------|------|------|------|------|------|------|------X------| 5 | | ^^ | | | | |XXXXXX| | | | |N.S. 1| | | | || | | | | |XXXXXX| | | | |(puck)| | |------|------|------|------|------|------|------|------|------|------|------|------|------| 6 | | ^^ | | | | | | | | | | || | | | | || | | | | | | | | | | vv | | |------|------|------|------|------|------|------|------|------|------|------|------|------| 7 | | ^^ | | |XXXXXX| | | |XXXXXX| | | || | | | | || | | |XXXXXX| | | |XXXXXX| | | vv | | |------|------|------|------|------|------|------|------|------|------|------|------|------| 8 | | ^^ | | | | | | | | | | || | | | | || | | | | | | | | | | vv | | |------|------|------|------|------|------|------|------|------|------|------|------|------| 9 | | ^^ | | | | |XXXXXX| | | | | || | | | | || | | | | |XXXXXX| | | | | vv | | |------X------|------|------|------|------|------|------|------|------|------X------|------| 10 | X ^^ | |/----\| | | | | |/----\| X || | | | X || | |\----/| | | | | |\----/| X vv | | |------X------|------|------|------|------|------|------|------|------|------X------|------| 11 | | ^^ | | | | | | | |zig 6| | || | | | | || | | | | | | | |(puck)| | vv | | |------|------|------|XXXXXX|------|------|------|------|------|------|------|------|------| 12 | |al 8|<-----|<-----|<-----|<-----|<-----|<-----|<-----|<-----|<-----|<--/ | | | |(puck)|<-----|<-----|<-----|<-----|<-----|<-----|<-----|<-----|<-----|<--// | | |------|------|------|------|------|------|------|------|------|XXXXXX|------|------|------| 13 | | | | | | | | | | | | | | | | | | | | | | | | | | | | |------|------|------|------|------|------|------|------|------|------|------|------|------| * Randomised list of program cards. cards 1 B-450 2 L-140 3 R-250 4 U-420 5 2-730 6 1-610 7 1-660 8 R-310 9 3-810 10 R-270 11 L-070 12 L-180 13 R-190 14 1-590 15 R-350 16 2-740 17 2-780 18 L-090 19 1-530 20 L-170 21 1-560 22 R-230 23 1-510 24 1-500 25 2-680 26 L-050 27 L-010 28 B-480 29 1-540 30 2-710 31 B-430 32 L-080 33 2-750 34 B-440 35 1-570 36 L-120 37 R-330 38 R-320 39 B-470 40 3-820 41 R-200 42 L-100 43 R-290 44 U-380 45 R-210 46 2-700 47 1-640 48 1-520 49 L-130 50 3-790 51 2-670 52 2-720 53 3-800 54 2-690 55 R-280 56 1-580 57 R-360 58 2-770 59 3-830 60 1-490 61 U-400 62 R-300 63 3-840 64 2-760 65 1-600 66 R-340 67 U-390 68 1-650 69 L-110 70 R-240 71 L-020 72 B-460 73 L-060 74 L-040 75 1-620 76 L-030 77 U-410 78 U-370 79 R-260 80 1-630 81 L-150 82 1-550 83 L-160 84 R-220 * Options available at the end of turn four: weapons backup popgun Big Gun Converter Gyroscopic Stabilizer Buzz Bomb Dual Processor Drone Launcher Extra Memory High Power LaserFourth Gear Mine Layer Goo Dropper Missile LauncherHoming Device The Big One (1) Pressor Beam The Big One (2) Reflector Retro-Rockets Reverse Gears Robo Copter Shield Turret * Notes. There is an updated version of the rules for Arena II available by email request or online at: http://webxxx.schlund.de/cgi-bin/pbeme.pl?game=roborall ----- Original Message ----- From: xxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx To: 'roborally' Sent: Wednesday, January 17, 2001 7:30 PM Subject: proximity mine > Question about proximity mines. > > Proximity mines go off, when a non-flying robot passes within 1 square. > Does this mean immobile/non-moving robots will not trigger a proximity mine? > > When a proximity mine is placed on a belt, does it react to > immobile/non-moving robots, who are either next to it on the belt, or who > are next to it after belt-movement? > > My idea on this is: > Description says 'passes', so if a robot doesn't move, it can't pass the > mine. > Proximity mines detect vibrations in the near squares, since it can't detect > flyers. > > There are three times a robot moves: belt movement, pusher movement, and > weapon effect movement. > Belt movement is relatively slow. A proximity mine shouldn't react to an > immobile/non-moving robot, when either it, or the robot is on a belt. > Reason: belts cause minor vibrations when moving. > > Pusher movement: This is a sudden movement, capable of pushing multiple > robots. This definitely causes vibrations, triggering any proximity mine > next to the pusher, or next to the square 'pushed' 'bots are shoved into. > > Weapon movement : Same as pusher movement, it's a sudden movement, causing > vibrations. (Pressor Beam, Big Gun, Tractor Beam, etc) > > If you look at the last turn Arena map, you'll see why I bring this up ;) > I need to know what the effect will be when Pivot drops a mine in phase 1. > And Pivot should know it as well, since he most likely aims to get a kill > in. > > 100% chance Shmoo is out in phase 2 ^_^, if he doesn't move. > > Xxxxxx Xxxxxxxxx > 'bot Twonky actually toby has complete control over all board effects, option effects and pretty much anything 'Arena II' related. so if toby 'sees' any 'bot within a square or so of a proximity mine during any 'resolve laser fire' sequence the mine will go off. toby is rather one dimensional though and cant multitask very well so its probably just as likely that the bomb wont go off and will appear in a completely different square the next phase and explode for 405 points of damage which cant be divided by 2 so the resulting error will see the whole round crash. needless to say the proximity mine has little actual relevance other than it has been launched. its sensors (be they sonic, laser, seismic or biotech) are merely a warbling reminder to an otherwise frantic toby that it desperately WANTS to explode and frag whatever it can. i concur that it is bye bye shmoo ... especially given its status as a puck.