Flooding, Sitting and Marking


1) Contents
  • Marking
  • Sitting
  • Flooding
  • An example
    2)
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    ©1999 - Poohbear
    Marking:
    Distinguishing 1 room from another
         - *Using people to "sit" (most common)
         - Dropping objects (Defenders can sac them, and useless in "air" mazes)
         - Grafitti (Why waste TP when players are free? :)
         - *Hunt (in buggy mazes, which is more commmon than you think)
         - Door directions (also in poorly designed mazes)
         - Room characteristics (range from description differences (unforgiveable) to heal rates)
         - Marking guards/mobs (eg faerie fire, giving them objects)
         - Animating objects is no longer possible in clanhalls

    Sitting:
    Occupying a room so as to mark it
         - For practical purposes, synonymous with Marking
         - NEGATIVE Sitting: When marking rooms to be avoided (eg Jail)
         - POSITIVE Sitting: When marking the correct room, portal, door, etc.
         - Sitting by Silly Defenders: When defenders sit around and mark jails.
         - Use in conjunction with SCAN (commonest) and HUNT.

    Flooding:
    Filling the maze with Markers (usually Sitting raiders)
         - Basic idea: If you fill up every room & try every portal, you will find the right one!
         - Most obviously seen in the form of "jail-sitters". (So raiders can "scan" and avoid that room)
         - Especially effective in linear mazes (where there is only 1 correct exit each time)
         - On average requires 4-8 raiders to efficiently map a maze


    An example:
      We'll use this simple *snigger* example to illustrate a few concepts. Don't panic. We'll do this slowly.
    1)Let's start by noting a few general things about the maze.
      Notice it has:1 guard room, 1 jail, 6 Maze rooms (1-6), and 1 final room (room 7), in that order.

    You need this graphic - load it!

    2)We'll kill the guards first. Blam! All dead! Okay, now we have 6 exits to choose from. (Green arrows)
      The first sucker we send in ends up in jail. Ouch! We scan, and note that THREE directions show him.
      The second moron randomly picks room 3, and his "scan" reports all exits show the jailsitter.
      Our third loser ends up in room 2, and says all exits are either (room 2) or (jail)
    3)Laughing secretly at those 3 losers, we walk in the sole remaining direction, into Room 1.
      Here, we have another 6 random exits (Purple arrows)
      "Scan" immediately eliminates 3 rooms (Jail, Room 2, and Room 3)
      So that leaves 3 exits left. Idiot number 4 gets lucky, and picks room 4 (the right one)
    4)However, sitting in room 4, he doesn't know that. All he sees are 3 jail exits, and 3 blank rooms.
      A brainwave strikes him! He decides to HUNT for Moron 2 and Loser 3. Guess what? (don't peek :)
      Hunt will show a path (which changes randomly) through rooms 5 and 6 (blue arrows)
      Eliminating these 2 rooms, and the 3 exits to jail, idiot 4 proceeds to Room 7.
    5)Bingo!
      Note that if they had been real unlucky, and gone into rooms 5 & 6 before 4, a simple "scan" would have worked.
      (But I just wanted to show off hunt :)
    6)In any case, note that this supposed 1 in 216 (6*6*6) maze, is easily reduced to 1 in 1 (100% chance)
      At the most, we would need 6 raiders (5 sitters + 1 keyholder), to get it right on one pass!
      Compare this to the 108(on average) times a single raider would have to try before making it!
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