and get on one end you will arrive at the other end at the same game
time unit (let's call it a 'tick'). Position any number of ATs facing
the ice/mover in any configuration and the results are exactly the
same; ie which one(s) shoot and whether you get shot.
You should note that moving onto a piece of ice or mover gives you
a "kick" which moves you 1 extra space in the first 'tick' (provided
the space is not blocked). This is how you can pass an AT that is
only 2 spaces from ice/mover at the start but not after (must be 3).
However, because of the order in which the game tests conditions and
processes instructions you can get a double-kick. Movement on ice
appears to be processed before that of movers. So, if you have a
piece ice then a mover you will be kicked once when you move onto the
ice and, because this kick puts you on the mover, you will get
another kick from that. This means that you move 3 spaces in 1 game
tick.
Now here's the interesting bit. The ice->mover kick works even if you
are already sliding. So you can set up a pathway that goes:
ice->mover->ice->mover->ice->mover, etc. Every time you go from ice
to mover you get an extra move. If you use just 1 piece of each
alternatively you will travel twice as fast than if you just had ice
or just had movers.
You can have other values between 1 & 2 times normal speed (within
the limits of the field size) simply by varying the gaps. For example
1 ice -> 2 movers -> 1 ice -> 2 movers OR
2 ice -> 1 mover -> 2 ice -> 1 mover will move you one-and-a-half
times normal speed.
Hope that helps. Anybody wish to add/clarify anything?
Mark
--- In [email protected], "tanwanglengemail"
<tanwanglengemail@...> wrote:
>the
> This was a long long time ago question I wanted to ask. OK, so now
> question is this:
>
> Which move the tank faster? The ice or tankmover?
>