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=== Assistant: Alright, you just did a huge upgrade for the swarm 😅 === Alright, you just did a huge upgrade for the swarm 😅 You said: : So now: * Baseline monsters: 100 hits to kill (instead of 10) * Mid tanks: 1000 hits * Ultra tanks: 10,000 hits * Still: - Hive mind - Dodging - Can combine And we’re still assuming: * Total swarm size: ~10¹⁶ monsters (after all your previous multipliers) * You: 10-gun relativistic space array - 500 mm shells - 1% speed of light - ~166,670 rounds/sec total - Infinite ammo/durability, recoil solved, self-powered ==== Before this change, most of the swarm was 10-hit, now they’re 100-hit. ==== That’s a 10× increase in HP for the bulk of the swarm. Very rough effect: * Total HP of the swarm ≈ multiplied by about 10× (since most of them were the weaker units and you just made them 10× tougher). So if earlier the whole swarm required, say, ~10¹⁷ hits to kill in total, now you’re looking at something like ~10¹⁸ hits needed. Your fire rate stayed the same: * ~1.7 × 10⁵ shots/second So: : ==== ### ==== Before: * The “trash” died in 2 or 10 hits. * AOE, shockwaves, and near-misses could thin them fast. Now: * Every monster is a 100-hit tank. * That means: - Near-misses and glancing hits don’t reduce the swarm that fast. - Your “attrition per second” drops a lot. - Each region of the swarm can survive longer in your fire. So instead of quickly chewing away their numbers while trying to manage the 1000- and 10,000-hit guys, now: : ===== - Old world: - 2/10-hit normies vs 100/1000/10000 tanks = huge difference. ===== * New world: - 100-hit normies vs 1000-hit = 10× tougher - 100-hit vs 10,000-hit = 100× tougher They’re still stronger, but the relative gap shrank a bit because the bottom tier got buffed so hard. However: * The hive mind still uses: - 10k-hit monsters as core bunkers / anchors - 1000-hit as secondary tanks - 100-hit everywhere else So they now have: : ==== You still have ridiculous, star-level weapons, but: ==== ===== - Before, your fire would rapidly thin the masses, then you’d focus on tanks. ===== * Now, even “regular” swarm bodies keep going through a lot of punishment before dying. * That means: - More bodies stay on the board at all times. - Pressure on your defenses stays higher, longer, from every angle. ===== Because even the “weakest” are 100-hit: ===== * They can push into your kill-zones and not instantly evaporate. * That gives: - More time to dodge, - More time to exploit gaps, - More time to let the combines and tanks do their job. The hive mind can: * Rotate damaged 100-hit units out and swap fresh ones in front. * Maintain thick waves instead of “thinning clouds” as they approach. ===== If you: ===== * Aim slightly wrong, * Overfocus on the wrong group, * Ignore a flanking cluster for just a bit too long, the 100-hit baseline means: * That group can stick around and push closer. * You don’t get quick “oops, but they died in 2 hits anyway” forgiveness. You basically turned the whole swarm into: : ==== On paper (infinite time, perfect AI): yes. ==== * You still have: - Infinite ammo - Infinite durability - Massive per-shot power * If nothing interrupts you and they must keep entering your engagement zone: - You can eventually chew through any finite HP pool, even if it’s 10× bigger. But in a real battle sense: * The fight just swung a lot more in their favor: They now have: * 10× more effective staying power per unit. * Same dodge + hive mind + combining. * Still have 1000- and 10,000-hit monsters as heavy anchors. * 5× more total bodies than earlier stages (from your previous boosts). You have: * The same 10 guns trying to: - Track, - Prioritize, - Cover multiple directions. So at this point: : If you want to keep going, we can: * Buff your side (e.g., 20–50 guns, or add a light-speed beam layer, or autonomous drone defense), * Or give the swarm regeneration or shields on top of 100/1000/10000 HP and see if there’s finally a case where even your crazy fortress just can’t handle it anymore.
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