Difference between revisions of "Probe"

From Ultronomicon
Jump to navigation Jump to search
Line 9: Line 9:
 
[[The Captain]] is able to put a stop to this hazard when he makes contact with the Slylandro. When they learn what has happened, they give The Captain a code that will cause probes to self-destruct in case he encounters one. This is necessary since, unlike the out-of-stock catalog item 2419, the probes do not have a recall transmitter. The probes however are programmed to return to their point of origin after ten replications. When apprised of the situation, the Slylandro will reprogram the probes that eventually return to roam our region of space broadcasting the [[Slylandro Probe Self-Destruct Code|self-destruct code]] on a HyperWave hailing frequency, which causes a swift decline in their numbers.  
 
[[The Captain]] is able to put a stop to this hazard when he makes contact with the Slylandro. When they learn what has happened, they give The Captain a code that will cause probes to self-destruct in case he encounters one. This is necessary since, unlike the out-of-stock catalog item 2419, the probes do not have a recall transmitter. The probes however are programmed to return to their point of origin after ten replications. When apprised of the situation, the Slylandro will reprogram the probes that eventually return to roam our region of space broadcasting the [[Slylandro Probe Self-Destruct Code|self-destruct code]] on a HyperWave hailing frequency, which causes a swift decline in their numbers.  
  
==Navigation==
+
==Propulsion==
Unlike any other ship, the probe is always in motion, constantly scooping up the interstellar hydrogen as fuel for its internal reactors. Pressing the thruster immediately reverses the Probe's direction. The control scheme is tricky to learn, but the advantages of having such a nimble ship should not be overlooked.
+
Unlike any other ship, the Probe is always in motion, constantly scooping up the interstellar hydrogen as fuel for its internal reactors. Pressing the thruster immediately reverses the Probe's direction. The control scheme is tricky to learn, but the advantages of having such a nimble ship should not be overlooked.
  
Another unique trait is that the probe's "crew" is impervious to the [[Syreen]] [[Penetrator]]'s secondary attack. This is even in contrast to the only other robotic race, the [[Mmrnmhrm]], whose crew is affected by the Syreen Song.
+
Another unique trait is that the Probe's "crew" is impervious to the [[Syreen]] [[Penetrator]]'s secondary attack. This is even in contrast to the only other robotic race, the [[Mmrnmhrm]], whose crew is affected by the Syreen Song.
  
 
==Armament==
 
==Armament==

Revision as of 15:19, 29 August 2009


Fan-made image by VileRancour.

The Slylandro purchased their first Probe from the Melnorme for exploration purposes, with the intent to use them for making peaceful contact with other races. The full name of the Probe is actually catalog item 2418-B: Remote Self-Replicating Robot Explorer Probe. Since it had the ability to replicate itself, they modified its program code so that replication became its overriding first priority.

The repercussions of this foolhardy action were grave. The probes not only attempted to break friendly ships into component pieces for use in replication, but also multiplied at an exponential rate, becoming a severe hazard to any HyperSpace traveler. Both the Thraddash and the Zoq-Fot-Pik have encountered the malfunctioning probes, and have deduced at least the general direction of the source of the probes. The Captain also had a brief but fatal run-in with a probe a few days before first reaching Sol. Captain I. Burton was killed in the attack, but strangely, the probe merely disabled the Tobermoon before departing.

The Captain is able to put a stop to this hazard when he makes contact with the Slylandro. When they learn what has happened, they give The Captain a code that will cause probes to self-destruct in case he encounters one. This is necessary since, unlike the out-of-stock catalog item 2419, the probes do not have a recall transmitter. The probes however are programmed to return to their point of origin after ten replications. When apprised of the situation, the Slylandro will reprogram the probes that eventually return to roam our region of space broadcasting the self-destruct code on a HyperWave hailing frequency, which causes a swift decline in their numbers.

Propulsion

Unlike any other ship, the Probe is always in motion, constantly scooping up the interstellar hydrogen as fuel for its internal reactors. Pressing the thruster immediately reverses the Probe's direction. The control scheme is tricky to learn, but the advantages of having such a nimble ship should not be overlooked.

Another unique trait is that the Probe's "crew" is impervious to the Syreen Penetrator's secondary attack. This is even in contrast to the only other robotic race, the Mmrnmhrm, whose crew is affected by the Syreen Song.

Armament

Primary

When attacking, the Probe discharges several bolts of lightning directed at its target. The lightning discharge was not designed to be used as a weapon. However, due to their skewed priorities, they attempt to break down the target into "consumable" particles, instead of attacking it with their defensive missile batteries (which are never used in-game). The lightning is very short-ranged, which makes for a difficult learning curve when coupled with the Probe's unorthodox controls.

Secondary

Unlike most vessels, the probe does not generate its own fuel. Instead, it uses its secondary armament to break down nearby asteroids into raw materials which it then feeds into its combat batteries. One asteroid contains enough raw materials to completely replenish a probe's energy reserves.

Tactical Overview

Given the difficulty in mastering the controls, not a lot of players have spent the time researching good tactics for this ship. The primary fighting technique employed by pilots of this ship seems to be: close in, evade incoming fire, empty the combat batteries, then zip off to find an asteroid in order to replenish the batteries. Repeat.

A common mistake people usually make when fighting the probe is to constantly evade the probe, even when it its battery power is empty.

The Orz Nemesis can fire space marines, and the Spathi Eluder can eject B.U.T.T. projectiles, which will both cause the probe to back off from its current target.

With its unconventional and erratic movements, the probe is able to dodge things such as the Cruiser's missiles and the Pkunk Fury "death blossom" easily.

Miscellaneous

Programming

The Probe's internal set of instructions is reproduced here:

   SCAN (for targets, as defined in Target List).
   IF (no current target).
   THEN (select New target from Current Targets list, using specified priorities).
   IF (Current Position is AT Current Target).
   THEN (Set Current Behavior to New Behavior, based on Behavior Priority Settings).
   PERFORM (Current Behavior).

The Probe uses the following datatables:

   TARGET LIST (with associated Target Priority).
       Space Vessel (5).
       Transmission Source (4).
       Astronomical Anomaly (3).
       Planet Bearing Life Signature (2).
       Raw Replication Materials (1).
   PROBE BEHAVIORS (With assigned priorities).
       Communicate (5).
       Record Data (4).
       Analyze Data (3).
       Seek Replication Materials (999).
       Move to Current Target (1).

It is the skewed priority of the 'Seek Replication Materials' behavior that led to the Probe's unnatural hostility.

Probe icon.png
3DO Slylandro Probe
Basic stats
Crew: 12 Value: 17 pts
Battery: 20 Batt. Regeneration: 0 units/frame
Armament
Primary: Lightning Secondary: Energize
Refire delay: 17 frames Refire delay: 20 frames
Energy use: 2 units Energy use: regenerates 20 units
Propulsion
Max speed: 60 world units/frame Turn rate: 0.5 facings/frame
Acceleration: 60 units/frame Mass: 1