|
I think that gag hits/misses are seeded at building creation time.
We certainly know that the cog types are, right? I mean, if you die in a building and go back in after you heal, the same exact cogs appear in the same positions on each floor. The thing is, I think the seed that determines gag hits and misses are the same, too. Example - my wife and I were in a 4 in the Brrgh once and got *creamed*. After 2 floors with 2 small cogs each, 2 fatties on the 3rd floor just would not die - we kept missing and missing with level 5 and 6 throws/squirts and level 5 toonups. They wore us out to the point that we died on the 4th floor. Well, we went back and just about had the *same thing* happen...except that I choose magnets each time instead of throwing stuff, and after 5 rounds one finally hit (just about when we got hits last time around with thows). Then we tooned up before beating them and hit the 4th floor with our biggest throws intact. It was eerie how similar the two patterns of hits and missed were.
So! If anyone's ever bored, try this - record what you do a building and whether it works or not, then TP out before the top floor. Then go back and do the same thing and see if it has the same result. I bet it does.
Anyway, this was a while back, and they've done some alterations to the way gags hit cogs even in LE in the last couple months, so I'm not sure if it's the same way now. But an interesting experiment to try, in any case.
__________________
Felix M. Cattus...a lanky purple cat on the open server dressed like an engineer on a field day.
{105 laff ~ everything maxxed ~ !trap ~ L9 mover & shaker}
Baron Wacky Thunderpounce...a crazed orange cat running around the test server hopped up on espresso.
{105 laff ~ 5 trap ~ 5 toonup ~ max lure ~ 5 sound ~ max throw ~ max squirt}
{250 jellybeans ~ 4 tasks ~ 80 gags ~ L2 cold caller}
|