Change a setting to complete the game quicker.
Due to the nature of the title, the amount of RNG behind it. I still consider the work I made with unmodified settings to be sub-optimal compared to what could be executed. That userfile if it was submitted would also be a direct comparison to this other submission.
To show what I mean, the Math.Random() function would have to execute a 0:
To show what I mean, the Math.Random() function would have to execute a 0:
Hence the branch distinction I decided to place. This in my opinion is a unique difference to separate these two.
Just that someone has to be dedicated enough to brute force for this no distance.
Just that someone has to be dedicated enough to brute force for this no distance.
But also the AI would have to be manipulated in a way to shoot quicker as there's a total of three shots; two from the player, one from the AI.
The AI's response to shoot back is partially dependent on how you shoot at it.
The AI's response to shoot back is partially dependent on how you shoot at it.
That's the other reason why this is a single vitality submission was made and not default settings.
One shot. One kill.
One shot. One kill.
Work has to be put behind the default settings TAS and I'm not satisfied with the work I produced, and hopefully someone can push through that one.
feos: Claiming for judging.
feos: I view the vitality as a difficulty setting. While in realtime play it may not be obvious which way the relation goes (higher vitality for both players can be seen as an easier mode, because you have room for correcting your shots while you're risking being hit, and the final few shots you can do near perfectly), in a TASing environment higher vitality is harder to optimize, because you can't end input on the only shot you have to do, as Spike explained above. You have to manipulate field width and opponent's shot(s) too.
For this reason I believe that runs done on different vitality settings should compete for the same branch spot, like we handle difficulty settings in other games (unless they force the overall routing to be significantly different). More hitpoints cause a quantity difference, not a quality one. Arguably, the difference between 1 and 2 vitality is bigger than across 2-5, because you don't have to care how long the shots take, but the latter is more impressive, not different but equally impressive.
If a TAS at a higher vitality is made someday, we can discuss obsoletion more thoroughly, but for now it's just about branch labels, and we can't be sure until the judge team is more around to actually discuss it (both other admins are really busy right now with other things).
Accepting.
despoa: Processing...