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VETO 4: Conflict Critters

@TLO

@rackcs

@Counselor

@mission27

@Dwight_Schrute

@Outpost31

 

Moves are due by Saturday 8 PM CST

NO WORKING TOGETHER.  No discussing strategy, animal selections, anything. 

Each Animal has its own point distribution.  Some animals allow further point distribution, some do not.  Each animal has its own quirks, including advantages, disadvantages, extra points, less points, etc.  

The base line for point distribution is 15 extra points.  Some animals have more than others, but with questionable point distribution or negatives versus positives.  The base preset is:  

Health 5 + 2X
(Once you get to 0 health, you’re out)

Attack 1 +X
The amount of damage done on a successful hit

Aim 1 +X
Higher the aim, higher the chance to hit.  
Compared to target’s Dodge

Dodge 1 + X
Each point higher than or equal to your opponent’s aim, there will be an additional 10% chance opponent misses.  
Your opponent’s aim is 3, your dodge is 4, there’s an 80% chance opponent hits.  
Opponent aim 3, your dodge 3, 90% chance your opponent hits.  
Opponent aim 4, your dodge 3, they have 100% chance to hit.  

Percentage of dodge can’t go lower than 50%.  This of course means that you cannot have a better than 50% chance of dodging. 

Aim 1, Dodge 1 = 90% chance of hitting.
Aim 1, Dodge 2 = 80% chance of hitting.
Aim 1, Dodge 3 = 70% chance of hitting.
Aim 1, Dodge 4 = 60% chance of hitting.
Aim 1, Dodge 5 = 50% chance of hitting.  

So you cannot go more than 4 dodge over any aim. 

Defense X
Reduces impact of being hit by the value you select.  Cannot be reduced to 0.  

Speed X
Higher speed, higher starting order to attack.  
Fastest player has a 70% chance at an extra attack at the end of each round 

 

Each Player Must Select an Animal
Animals can be selected by multiple players
You must distribute any available points
Then, you must provide your strategy

Strategy 
This is where you'll tell your critter as to which OTHER critters it will attack.
The publicly available information for your critter to make choices about are:

* Stats (Attack, Aim, Dodge, Speed, Defense, etc)
* The critters current HP,
* the attacks made by the critters earlier in the round or in the previous round
* Which particular animals to attack first, etc

You will basically choosing which critters to attack based on certain information about the critter. You CANNOT decide to attack based on the critter's owners. Your program will ALWAYS attack Alive critters. Your critter will never attack itself, so you don't need to worry about that either. 

 

 

Animal Selection - You can choose from one of the following animals.  Pay special attention to their point distribution.

Chameleon - Has a 20% chance at the start of each round to disguise itself, avoiding any attacks and sending the attacker to the next opponent on their list.  If successfully disguised, will not be targeted the entire round.  

Points to Distribute: 2

Health - 9
Attack - 2
Aim - 5
Dodge - 5
Defense - 2
Speed - 0

 

Tortoise - Has considerably more health to start at the cost of speed.  

Points to Distribute - 1

Health - 25
Attack - 1
Aim - 2
Dodge - 1
Defense - 5
Speed - Negative One

 

Skink - The first successful attack against the Skink, regardless of attack number, completely misses as the Skink drops its tail and escapes the attack.  

Points to Distribute - 1

Health - 15
Attack - 2
Aim - 2
Dodge - 5
Defense - 2
Speed - 2

 

Rat - Rats are not trustworthy.  The rat has no strategy.  Its attacks are random every single time.  Still, they are very tough to kill and even more tough to catch.  

Points to Distribute - 0

Health - 13
Attack - 3
Aim - 3
Dodge - 5
Defense - 3
Speed - 2

 

Rattlesnake - Rattlesnakes are venomous.  Their attack is 0 on each successful hit, but their venom takes one health at the start of every round for every successful hit they had on each opponent.  For example, if there was a successful hit, it would take zero health for that round, but each subsequent round it would take one health away.  Rattlesnakes are immune to the venom of other rattlesnakes.

Points to Distribute - 1

Health - 11
Attack - 0
Aim - 6
Dodge - 4
Defense - 2
Speed - 2

 

Snapping Turtle - Low health and low defense, but incredible aim.  

Points to Distribute - 1

Health - 7
Attack - 4
Aim - 6
Dodge - 3
Defense - 4
Speed - 1

 

Raven - Deceivingly intelligent, Ravens get to choose their own setup.  

Points to Distribute - 15

Health 5 + 2X
Attack 1 + X
Aim 1 + X
Dodge 1 + X
Defense X
Speed X

 

Stone Crab - Has a 15% of removing its own claw at the end of each round, which drops its attack down to 1, but raises its health by 3.  

Points to Distribute - 1

Health - 15
Attack - 6
Aim - 3
Dodge - 3
Defense - 3
Speed - 1

 

Honey Badger - Immune to venom, once eliminated, has a 15% chance of not actually being dead and instead having two more health.  

Points to Distribute - 1

Health - 15
Attack - 3
Aim - 3
Dodge - 2
Defense - 2
Speed - 2

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