Knuckle Cracker

Creeper World 3 => Gameplay Discussion => Topic started by: Harkler on October 08, 2013, 11:03:59 PM

Title: Useless Guppy Information
Post by: Harkler on October 08, 2013, 11:03:59 PM
Did you know that you can get multiple guppies to refuel each other?

(http://cdn.makeagif.com/media/10-08-2013/4FZiuH.gif)

They will do this forever.
Title: Re: Useless Guppy Information
Post by: thejoe66 on October 08, 2013, 11:18:57 PM
that is pretty cool now the question is was this intended or just a cool little thing that worked out by accident
Title: Re: Useless Guppy Information
Post by: Kingo on October 08, 2013, 11:23:40 PM
The title confused me a bit.

The guppy is designed to transport packets to what needs them on the network they are hooked up to. If the packets go to fuel the guppy instead of the command node having to produce the packets to then send to the guppy, the goal is accomplished either way.

Not knowing anything involving the coding of the engine, I assume the "get requests for all buildings that need packets" function refers to all buildings, including the guppy towers. Therefore, the engine processes that the network guppy tower needs packets, and the incoming guppy's packets are sent to serve the request.

Interesting find, though.
Title: Re: Useless Guppy Information
Post by: Harkler on October 09, 2013, 12:00:35 AM
Quote from: Kingo on October 08, 2013, 11:23:40 PM
The title confused me a bit.

I just realized that I could have named this "Yo dawg, I heard you like guppies" (so we got a guppy to power a guppy to power a guppy...)
Title: Re: Useless Guppy Information
Post by: purpleyukari on October 09, 2013, 12:56:33 AM
Fun fact, if you put a power zone under a guppy after its built in the map editor it will gain the increased speed but not packet capacity.
Title: Re: Useless Guppy Information
Post by: Nova on October 09, 2013, 09:49:39 AM
Well, it would be a bug if it didn't work.
Title: Re: Useless Guppy Information
Post by: Randomgold on October 09, 2013, 12:13:52 PM
Although your little formation flight looks pretty neat, I'm left wondering if it's all that useless.  Could this little feature be used to make a sort of guppy relay network?  Over long distances or where your normal network can't reach, could you station guppies periodically along a path, using guppies to fuel them, cutting travel time by quite a bit?  Basically, instead of one guppy traveling a distance of say 1000 (whatever units this game uses), you could set up four guppies at a distance of 250, with the final one powering the weapons.  Would this reduce the time it takes to get the packets to where you want them, since each guppy is traveling for a shorter distance, or would it be about the same time?
Title: Re: Useless Guppy Information
Post by: Michionlion on October 09, 2013, 12:29:49 PM
Quote from: Randomgold on October 09, 2013, 12:13:52 PM
Although your little formation flight looks pretty neat, I'm left wondering if it's all that useless.  Could this little feature be used to make a sort of guppy relay network?  Over long distances or where your normal network can't reach, could you station guppies periodically along a path, using guppies to fuel them, cutting travel time by quite a bit?  Basically, instead of one guppy traveling a distance of say 1000 (whatever units this game uses), you could set up four guppies at a distance of 250, with the final one powering the weapons.  Would this reduce the time it takes to get the packets to where you want them, since each guppy is traveling for a shorter distance, or would it be about the same time?

I think it would reduce it, but SCIENCE time!
Title: Re: Useless Guppy Information
Post by: Grauniad on October 09, 2013, 12:47:55 PM
Quote from: Michionlion on October 09, 2013, 12:29:49 PM
Quote from: Randomgold on October 09, 2013, 12:13:52 PM
Although your little formation flight looks pretty neat, I'm left wondering if it's all that useless.  Could this little feature be used to make a sort of guppy relay network?  Over long distances or where your normal network can't reach, could you station guppies periodically along a path, using guppies to fuel them, cutting travel time by quite a bit?  Basically, instead of one guppy traveling a distance of say 1000 (whatever units this game uses), you could set up four guppies at a distance of 250, with the final one powering the weapons.  Would this reduce the time it takes to get the packets to where you want them, since each guppy is traveling for a shorter distance, or would it be about the same time?

I think it would reduce it, but SCIENCE time!

Add a little math.

The travel time over 4x250 is the same as the travel time for 1,000.
Add in delays for guppy landing and take-off, and then add the delay in packet transfer, charging up the guppy pads.

If I were a betting man, and any bets were going around, I'd bet that one guppy over 1,000 units would handily beat a 4-guppy relay team over the same distance.
Title: Re: Useless Guppy Information
Post by: Michionlion on October 09, 2013, 01:27:29 PM
Quote from: Grauniad on October 09, 2013, 12:47:55 PM
Quote from: Michionlion on October 09, 2013, 12:29:49 PM
Quote from: Randomgold on October 09, 2013, 12:13:52 PM
Although your little formation flight looks pretty neat, I'm left wondering if it's all that useless.  Could this little feature be used to make a sort of guppy relay network?  Over long distances or where your normal network can't reach, could you station guppies periodically along a path, using guppies to fuel them, cutting travel time by quite a bit?  Basically, instead of one guppy traveling a distance of say 1000 (whatever units this game uses), you could set up four guppies at a distance of 250, with the final one powering the weapons.  Would this reduce the time it takes to get the packets to where you want them, since each guppy is traveling for a shorter distance, or would it be about the same time?

I think it would reduce it, but SCIENCE time!

Add a little math.

The travel time over 4x250 is the same as the travel time for 1,000.
Add in delays for guppy landing and take-off, and then add the delay in packet transfer, charging up the guppy pads.

If I were a betting man, and any bets were going around, I'd bet that one guppy over 1,000 units would handily beat a 4-guppy relay team over the same distance.

You're right on one point - it doesn't get the packets there faster, but it does get them there with less delay.  Here is a map demonstrating that...
Title: Re: Useless Guppy Information
Post by: knucracker on October 09, 2013, 01:37:45 PM
Want to have fun?  Make a custom map (or a DMD map) but don't allow collectors or relays (allow everything else).   You can play in a very nomadic fashion, or you an build packet lines by using guppies since they can be used to bridge.  On the right kind of map it's actually kinda fun.

This topic also makes be think about Rube Goldberg maps... maps with no purpose, or a very simple purpose, but an overly complex 'machine' that accomplished that simple purpose.  You can make then with guppies (kinda like this map), or you can of course devise CRPLTowers that do ridiculous things.
Title: Re: Useless Guppy Information
Post by: Grauniad on October 09, 2013, 01:42:45 PM
Quote from: Michionlion on October 09, 2013, 01:27:29 PM

You're right on one point - it doesn't get the packets there faster, but it does get them there with less delay.  Here is a map demonstrating that...

As long as we're quibbling :)  The 5-guppy option does just that - 5 guppies. I destroyed all guppies and had them build anew. Guess which option took the longest and cost the most?  If I were to deploy  even 2 guppies on the direct route, which do you think would construct faster and fire with the least delay?
Title: Re: Useless Guppy Information
Post by: Michionlion on October 09, 2013, 01:58:59 PM
Quote from: Grauniad on October 09, 2013, 01:42:45 PM
Quote from: Michionlion on October 09, 2013, 01:27:29 PM

You're right on one point - it doesn't get the packets there faster, but it does get them there with less delay.  Here is a map demonstrating that...

As long as we're quibbling :)  The 5-guppy option does just that - 5 guppies. I destroyed all guppies and had them build anew. Guess which option took the longest and cost the most?  If I were to deploy  even 2 guppies on the direct route, which do you think would construct faster and fire with the least delay?
But if you have excess energy and only one space for a guppy, but still want them resupplied as fast as possible, this would be the way to go.
Title: Re: Useless Guppy Information
Post by: Captain Ford on October 10, 2013, 04:31:17 PM
Just a note, Harkler's gif inspired me to create a DMD map which is now named "The Guppy Challenge". Apparently virgil had the same thoughts as me (great minds think alike).

No Relays
3 Collectors

I toned the spores down quite a bit from the defaults, but you still had better get some reactors built up and get at least 4 beams built to handle them.
Title: Re: Useless Guppy Information
Post by: Cavemaniac on October 10, 2013, 04:46:02 PM
Quote from: virgilw on October 09, 2013, 01:37:45 PM

This topic also makes be think about Rube Goldberg maps... maps with no purpose, or a very simple purpose, but an overly complex 'machine' that accomplished that simple purpose.  


Sorry to go off topic - but are American's familiar with the work of Heath Robinson?

What Americans know as a 'Rube Goldberg Machine' (https://www.google.co.nz/search?q=rube+goldberg&client=firefox-a&hs=DHj&rls=org.mozilla:en-US:official&source=lnms&tbm=isch&sa=X&ei=_xBXUqGpJsLEkgWwy4G4AQ&ved=0CAkQ_AUoAQ&biw=1103&bih=712&dpr=1.25) is known as a 'Heath Robinson Contraption' (https://www.google.co.nz/search?q=heath+robinson&client=firefox-a&hs=IFj&rls=org.mozilla:en-US:official&source=lnms&tbm=isch&sa=X&ei=iBBXUor_CMewkAW6yoCADw&ved=0CAkQ_AUoAQ&biw=1103&bih=712&dpr=1.25) (or 'Device') in England and the Commonwealth.

Heath and Rube were contemporaries, doing much the same thing on opposite sides of the Atlantic.

These guys are my heroes.
Title: Re: Useless Guppy Information
Post by: asmussen on October 10, 2013, 05:12:30 PM
Quote from: Cavemaniac on October 10, 2013, 04:46:02 PM
Sorry to go off topic - but are American's familiar with the work of Heath Robinson?

Well, I can't speak for all American's obviously, but I personally had never heard of him before your post.

Title: Re: Useless Guppy Information
Post by: miquelfire on October 11, 2013, 09:23:18 AM
Me either.
Title: Re: Useless Guppy Information
Post by: koker93 on October 11, 2013, 09:43:48 AM
If you have a front line a long way off from a CN having a guppie relay network helps.  Lurkily's map (dont remember the name and I'm at work) with the wind effect is a good example.  If you build out on the leftmost island and use guppies to move right you need a good amount of power on the front line.  As you progress right you cut the resupply delay a lot if you simply leave the guppies where they are and build new ones to supply the moving attack.  That way the guppies actually supplying the front line only have to hop one island and the rest of them in the rear can charge the landing pads long before the front line guppies come back.  Its not the most efficient use of resources because you are building a lot of guppies, but it really cuts down the number you need close to the front line because they never have to fly very far to recharge.