NatiusMaximus and I started talking in a game (i think it was the tourney) and we got into an argument: What would happen if you theoretically had enough admirals, so the travel could be brought down to a single tick. I said it would take 30 minutes to arrive. 10 for the launch time, 10 for the travel, and 10 to unload. Three game ticks. 30 minutes. However, Max thought it would only take 10 minutes. So we employed Blob, Math, and his many alts into a 10 player game. With the goal of making submarines teleport.
Fast forward a couple weeks and we start do the math on how many admirals you actually need. Im using the V=D/T formula, coupled with Blobs his own equation that finds the speed of a sub, if you plug in X admirals. [1+.5(Number of admirals)=V] A 12 hour, 72 tick journey would need 142 admirals to teleport. Blob did something else and found 66. Math is in the game and didnt do his one job. Somebody else please help
At this point Blob has 20 some admirals and his subs travel at x14 speed. A 40 hour journey is reduced to less than three hours.
Here is a picture of the Admiral's in action.
You may be thinking
What you are thinking wrote:Nojo!!! What is happening at Suukyi and how does pink have soooo many drillers?!?!?
Short answer: Engineers are my new favorite
Long answer: When we made the game, we decided to each stack one specialists. Blob would have Admirals, Max Generals, mathnerd Tycoons, and I Engineers. Max promptly said generals would be a waste as they are linear and we all know 10 generals can do. Our new goal was to: Teleport a Submarine, Force our factory slaves to make a drill every tick, and see just how big engineers can snowball. (Spoiler: Getting that many engineers was the easy part)
Math has a too many tycoons to count. He is producing at otherworldly speeds, so there are infinite drills to throw and my engineers.
Our first launch at me 577 drills, at 9 engineers. 450% repair rate boosted me up to about 3,000 drills. Think that is crazy, let's see how far the rabbit hole goes. A couple 'attacks' later and its 49730 drills, attacking my 13 engineers. 650% repair rate breaches the 30,000 driller limit.
I wont bore you with all the numbers, But we broke 1,000,000 drills at single base. 25 engineers. let that sink in... one million drillers at a base. Exponential growth is fun.
We ran into a problem: Loading that massive amount drills onto a sub took waaay to long. In the 10 minute loading phase, i could never fit more than 30,000 drills on. This was fixed by scheduled the orders, time, and enough scrolling to make your fingers fall off. Somehow, i still have all 10.
Take a look at these pictures.
Thats about it for now. WE have one more trick planed, but i want spoil the finale. Sorry for making this post huge. Just kinda went on and on.