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<!doctype html><html lang="en">
<head><title>packhunt</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<style id="paperHuntStyles">
@font-face {
font-family: lucky;
src: url(lucky.ttf);
}
*{
box-sizing: border-box;
}
body {
padding: 0;
margin: 0;
background-color: #eee;
font-family: sans-serif;
}
img {
border: 2px solid hsl(120, 100%, 15%);
xheight: 100px;
width: calc(100% - 2*20px);
margin: 0px 20px 8px 20px;
background-color: hsl(120, 100%, 25%);
filter: url("#DF");
}
svg {
display: none;
}
.holder {
--squareColor: 40;
--circleColor: 300;
--labcoatColor: 0;
--laptopColor: 20;
--backColor: #777;
--fontSize: 30px;
--fade: linear-gradient(235deg, #777, #aaa, #777);
--XXXsquareIcon: url('migs/square00.png');
--XXXcircleIcon: url('migs/circle00.png');
--mainColor: var(--squareColor);
--lightness: 90%;
--normColor: hsla(var(--mainColor),90%,60%,1.0);
--liteColor: hsla(var(--mainColor),90%,80%,1.0);
--darkColor: hsla(var(--mainColor),90%,35%,1.0);
--iconMig: var(--squareIcon);
width: 100%;
max-width: 700px;
min-width: 300px;
margin: auto;
background-color: none;
xxxborder: 1px solid #000;
}
.hunt {
background-color: var(--backColor);
background: var(--fade);
padding-top: 10px;
margin: 50px 0px 50px 0px;
border-radius: 0px 15px 0px 15px;
border: 3px solid #555;
}
.dialog {
--werdGap: 35px;
--iconSize: 70px;
position: relative;
height: auto;
padding: 18px 20px 20px 20px;
}
.dialog:after {
content: "";
display: table;
clear: both;
}
.dialog > div {
float: left;
}
.dialog.q { }
.dialog.c {
--werdGap: 40px;
--iconSize: 60px;
}
.dialog.l {
--werdGap: 80px;
--iconSize: 120px;
}
.dialog.ll {
--werdGap: 80px;
--iconSize: 120px;
}
.dialog.t {
--werdGap: 50px;
--iconSize: 150px;
}
.dialog.tt {
--werdGap: 10px;
--iconSize: 120px;
}
.iconHolder {
position: relative;
height: 1px;
width: var(--werdGap);
transform: scale(1.0);
transition: transform linear 0.15s;
transform-origin: 50% 24px;
}
.icon {
position: absolute;
height: var(--iconSize);
width: var(--iconSize);
background-size: 100% 100%;
overflow: visible;
}
.icon.q {
top: -50px;
left: 0px;
}
.icon.c {
top: -33px;
left: -6px;
}
.icon.l {
top: 20px;
left: -20px;
}
.icon.ll {
top: 20px;
left: -20px;
}
.icon.t {
top: -70px;
left: -80px;
}
.icon.tt {
top: -50px;
left: -20px;
}
.werds {
height: auto;
padding: 20px;
width: calc(100% - var(--werdGap));
color: hsla(var(--mainColor),90%,35%,1.0);
background-color: hsla(var(--mainColor),90%,60%,1.0);
border: 3px solid hsla(var(--mainColor),90%,35%,1.0);
font-size: var(--fontSize);
}
.dialog.q > .werds {
border-radius: 0px 10px 10px 20px;
}
.dialog.c > .werds {
border-radius: 10px 0px 20px 10px;
}
.dialog.l > .werds {
/*border-radius: 10px 0px 20px 0px;*/
}
.dialog.t > .werds, .dialog.tt > .werds {
border-radius: 0px 0px 0px 15px;
}
.dialog:hover .iconHolder {
transform: scale(1.2);
transition: transform cubic-bezier(0.2,1,0.5,2) 0.4s;
}
.emp {
font-style: italic;
font-family: 'lucky';
line-height: var(--fontSize);
font-size: calc(var(--fontSize) + 10px);
position: relative;
top: 5px;
}
.title-icon.c, .title-icon.q {
position: absolute;
background-size: 100% 100%;
transform: scale(-1,1);
transition-delay: 0s;
transition: all linear 0.2s;
}
.title-icon.l {
position: absolute;
background-size: 100% 100%;
transform: scale(1,1);
transition-delay: 0s;
transition: all linear 0.2s;
}
.discus{
font-size: 0.75em;
text-align: justify;
-webkit-hyphens: auto;
hyphens: auto;
}
#title center:hover ~ .title-icon.q,
#title center:hover ~ .title-icon.c {
transform: scale(-1.2,1.2);
transition: all cubic-bezier(0.2,1,0.5,2) 0.5s;
}
#title center:hover ~ .title-icon.l {
transform: scale(1.2,1.2);
transition: all cubic-bezier(0.2,1,0.5,2) 0.5s;
}
#title center:hover ~ .title-icon.q {
transition-delay: 0.15s;
}
#title center:hover ~ .title-icon.l {
transition-delay: 0.30s;
}
</style>
</head>
<svg>
<defs>
<filter id="DF">
<feMorphology
in="SourceGraphic"
operator="erode"
radius="1"
result="sketchImage"
/>
</filter>
<filter id="roughItUp">
<feTurbulence type="fractalNoise" baseFrequency="12.5" numOctaves="2" result="noisy" />
<feDisplacementMap
in="SourceGraphic"
scale="4"
xChannelSelector="R"
yChannelSelector="G"
result="disMap"
/>
<feBlend in="disMap" in2="noisy" mode="multiply" />
</filter>
</defs>
</svg>
<body>
<div class="holder">
<div id="intro" class="hunt">
<div class="Q">
Hi! I'm a <span class="emp">Square</span>
</div>
<div class="C">
And I'm a <span class="emp">Circle</span>
<br><br>
We were asked to participate
in a study about <i>Pack Hunting</i>
</div>
<div class="Q">
I played the <i>hunter</i>... a deadly,
deadly killer.
</div>
<div class="C">
And I was the innocent <i>prey</i>,
just running for my life!
</div>
<div class="Q">
We were placed in a number of experimental
hunts, each with different characteristics.
<br><br>
Afterwards, we were asked to report back about
our experiences in each situation.
<br><br>
So, here we go!
</div>
</div>
<div id="title" style="overflow: visible;">
<div style="position:relative;">
<center style="
font-size:120px;
font-family:'lucky';
color: var(--normColor);
-webkit-text-stroke: 3px var(--darkColor);
">
PACK HUNT
</center>
<center style="
font-style: italic;
font-weight: bold;
font-size: 20px;
color: var(--darkColor);
">
~ emergent altruism through infectious transmission ~
</center>
<div class="title-icon c" style="
background-image: url(migs/circle01.png);
top: 41px;
left: 90px;
height: 50px;
width: 50px;
"></div>
<div class="title-icon q" style="
background-image: url(migs/square00.png);
top: 35px;
right: 90px;
height: 60px;
width: 60px;
"></div>
<div class="title-icon l" style="
background-image: url(migs/labCoat00.png);
top: -20px;
left: 310px;
height: 70px;
width: 70px;
"></div>
</div>
</div>
<div id="hunt0X" class="hunt">
<div class="C">
In the first hunt, we were dropped in an open
field.
<br><br>
As the prey, I was given a much higher
top speed than the hunter.
</div>
<img src="migs/hunt01.png" style="height:auto;">
<div class="Q">
As you can see, there was simply NO WAY for me
to catch up. No matter what, Circle could
ALWAYS outrun me.
<br><br>
In fact, it didn't matter how many prey circles
were in the scene, I could NEVER catch anyone.
</div>
<img src="migs/hunt02.png" style="height:auto;">
<div class="C">
That seems kind of obvious: in an open field,
if the prey's top speed is faster than the
hunter, no kills will ever be made.
</div>
</div>
<div id="hunt1X" class="hunt">
<div class="Q">
Things were reversed for the next hunt. This
time <span class="emp">eYe</span>
had a much higher top speed than the prey.
</div>
<img src="migs/hunt03.png">
<div class="C">
I simply couldn't escape!
<br><br>
No matter how many
circles were placed in the scene,
whichever circle was
closest to the hunter got caught immediately.
<br><br>
Again, this ought to make perfect sense.
</div>
<div class="Q">
It might seem like there could NEVER be any
way to create a fair hunt.
<br><br>
But wait...
</div>
</div>
<div id="hunt2X" class="hunt">
<div class="C">
For the third hunt, I was again given a higher
top speed than the hunting square, but now,
<span class="emp">obstacles</span>
were randomly placed throughout the scene.
</div>
<img src="migs/hunt04.png">
<div class="Q">
Just like before, I started off unable to catch
up to any of the prey circles.
<br><br>
But then something
happened...
</div>
<div class="C">
I ran into a wall! I had to stop, and
turn around to get away from the wall.
<br><br>
I had no choice but to briefly run
TOWARDS the hunter!
</div>
<div class="Q">
That was all I needed.
<br><br>
When the obstacles forced
Circle to zig-zag around, it was kind of like
<i>reducing</i> the prey's top speed.
</div>
<img src="migs/pursuitVectorChart.png" style="height:auto">
<div class="C">
When I ran into the wall, I had to stop,
and turn around.
<br><br>
Sure, <i>technically</i> I was still faster,
but I had to use some of my speed to
run around the walls, instead of using
all of it to increase my distance
away from the hunter.
</div>
<div class="Q">
And, because I was slower, I trailed behind my
prey - I didn't even encounter the obstacles
until AFTER the prey had already run into them.
</div>
<div class="C">
A lot of times, I turned around from
a wall and RIGHT INTO the waiting jaws
of the hunting Square.
</div>
<div class="Q">
I wasn't WAITING ofcourse - it just
appeared that way because I was lagging
behind due to my slower speed.
<br><br>
To a lot of people, it <b>appeared</b>
as though I was intentionally running
my prey towards an obstacle, and then
waiting for the catch, <i>on purpose.</i>
<br><br>
That's what they call an<br>
<div class="emp" style="
width:100%;
text-align:right
">
EMERGENT property!
</div>
</div>
<div class="C">
Of COURSE it's going to look like that ...
</div>
<div class="L">
... and let me tell you why.
</div>
</div>
<div id="emergency" class="hunt">
<div class="LL">
Hi, I'm a <span class="emp">Lab Coat</span>
<br><br>
You can tell from my clipboard that I must
know what I'm talking about.
<br><br>
But what <i>am</i> I talking about?
</div>
<div class="L">
It was being slower that <i>allowed</i>
the hunter to catch the prey.
<br><br>
<div class="discus">
By making fewer updates to his direction,
the hunter appears to be more focused on
pursuing the prey. A prey circle
has the time and speed and quickness of
opportunity to make many changes to
its position while the relative lethargy
of the square only permits the hunter
to update its postion <i>after</i> the
fleeing prey has made many twists and turns.
<br><br>
<i>If</i> the hunter had the same top
speed as the prey, he would always be
right on the heels of the prey, making
the same number of twists and turns,
following in the exact footsteps of
the prey, and <i>never catching up.</i>
</div>
</div>
<img src="migs/tooFast.svg" style="filter:none;">
<div class="L">
Being faster is a disadvantage to the hunter.
<br><br>
<div class="discus">
It's as though the prey's flight path is
giving the hunter instructions on how to
smooth-out a more efficient navigation
around the obstacles.
<br><br>
When the hunter's
top speed is too similar to the prey's top
speed, there will never be a kill.
<br><br>
As we've seen, in open terrain, a faster
hunter will kill every time, a slower hunter
will never make a kill - but in the presence
of obstacles, there's a range of speed
below which the hunter is, obviously, too
slow to ever make a kill, but also over
which the hunter is too fast to take
advantage of the obstacles.
<br><br>
Eventually, ofcourse, there's another
range of higher speeds where the hunter
is fast enough to outrun the prey;
but what's fascinating is that there happens
to be a range of lower speeds at which
hunting is much more efficient.
</div>
</div>
<img src="migs/killRange.png">
</div>
<div id="packintro" class="hunt">
<div class="Q">
That sounds like good news!
</div>
<div class="C">
Maybe ta <i>you.</i> I'm not that
excited by it.
</div>
<div class="L">
Guys, listen - what's interesting is
that we've found a possible way to
achieve what we initially showed
could never happen.
</div>
<div class="C">
Which is what, again?
</div>
<div class="L">
That a <i>slower hunter</i> could
catch faster prey.
<br><br>
Let's see what other possible ways
could allow a slower hunter to catch
a faster prey.
</div>
<div class="C">
Wait, what? I'm not sure I ...
</div>
<div class="L">
<br>
Be quiet.
<br><br>
</div>
</div>
<div id="trianglePursuit" class="hunt">
<div class="Q">
Again, we were placed in an open
terrain, but this time there were
several squares - a small pack of
us, if you will.
</div>
<div class="C">
I was given a higher top speed, and
things were looking good at first.
</div>
<div class="Q">
As members of a pack, we ofcourse
stayed a certain distance away from
eachother as we chased down Circle.
Initially, we all had identical top
speeds as the prey, and were never
able to catch up in the open terrain.
</div>
<div class="C">
We formed a small triangle.
<br><br>
Since the pack members pursued me
at the same rate that I fled,
our little triangle remained the same
at each step of the way.
<br><br>
You can see in this pursuit diagram that
<i>nothing changed</i> between steps,
and a kill was never made.
</div>
<img src="migs/equalTriangle.png">
<div class="C">
Looking good for me so far.
</div>
<div class="Q">
Next, in the same open terrain, one of
the square hunters was given a
LOWER top speed.
</div>
<div class="C">
That sounds good too!
<br><br>
Or is it - slower hunters didn't always
help me out before, did they?
</div>
<div class="Q">
In this updated pursuit diagram you can
see that we initially formed an
equilateral triangle, but as the slower
hunting square lagged behind, our
arrangement became more scalene, forcing
us into a curved path.
</div>
<img src="migs/slowTriangle.png">
<div class="C">
You see, as a fleeing prey, my goal is
to get as far as I can from ALL pursuing
hunters. When the squares are equally
far away, my safest flight path is,
ofcourse, straight ahead.
</div>
<div class="Q">
Can you explain that a little bit more?
</div>
<div class="C">
Sure. Look: the way I view the universe
is, that every single object in the galaxy
has a DANGER BUBBLE surrounding it.
<br><br>
As long as I'm <i>outside</i> that bubble,
I'm perfectly fine.
</div>
<img src="migs/bubble0.png">
<div class="Q">
Wow, that sounds really paranoid!
</div>
<div class="C">
Well, I am a Circle of Prey, driven only
by my fear.
</div>
<div class="Q">
Hmm.
<br><br>
What happens if I get closer?
</div>
<div class="C">
That's when I start to get scared!
<br><br>
</div>
<img src="migs/bubble1.png">
<div class="Q">
So, you can tell when you're inside a
fear bubble - what do you do then?
</div>
<div class="C">
I figure the fastest way out of
that Danger Bubble, and RUN!
</div>
<div class="Q">
How do you know the fastest way out?
</div>
<div class="C">
I compute a vector from the center
of the bubble - where you're standing -
through myself, and out of the bubble.
<br><br>
Then I head along that vector at my
top speed.
</div>
<img src="migs/bubble2.png" style="filter:none;">
<div class="Q">
What if you're in more than one bubble?
</div>
<div class="C">
Oy! I <i>add up</i> the total
escape-vectors, and run along
the <i>resultant vector.</i>
</div>
<img src="migs/bubble3.png" style="filter:none;">
<div class="Q">
Oh, I understand now.
<br><br>
<center style="font-size:0.4em;">
[<i>scroll down</i>]<br><br>
</center>
<div style="
padding: 0;
margin: 0;
height:270px;
overflow:auto;
">
<img src="migs/vectorAddition.svg"
style="
padding: 0;
margin: 0;
width: 100%;
border: none;
filter:none;
"
>
</div>
</div>
<div class="C">
So, like I was saying, when the hunting
squares are equally far away, my safest
path is straight ahead.
<br><br>
But as one of the pursuing squares lags
behind, it's safer for me to turn slightly
towards the side of the slower hunter.
<br><br>
Gradually, this causes us to move in a
large loop.
</div>
<div class="Q">
That's true!
<br><br>
But what Circle didn't know...
</div>
<div class="C">
<i>Didn't know</i>?!
Wait a second, what's going on here?!
</div>
<div class="Q">
What Circle didn't know was that there
was a <i>third</i> hunting square in
the pack - one that was much MUCH slower
than the rest of us.
</div>
<div class="C">
Oh, alright; that doesn't sound too bad.
How much slower?
</div>
<div class="Q">
In<i>cred</i>ibly slow - so much slower
that you might not even have noticed he
was there.
<br><br>
In this pursuit diagram, the cripplingly
slow hunter is shown in red; each of
his steps is much smaller than our own.
</div>
<img src="migs/triangleLoop.png">
<div class="C">
Oh no.
</div>
<div class="Q">
You can see what happened: as we looped
around, we drove the prey circle straight
towards the waiting jaws of the slowest
square.
</div>
<div class="C">
That's ridiculous!
</div>
<div class="L">
No, that's <i>math</i>-liculous.
<br><br>
Let me explain.
</div>
</div>
<div id="ambushless" class="hunt">
<div class="LL">
There is no ambush, there is no planning,
there is no communication between members
of the pack.
<br><br>
<div class="discus">
All they do is, individually, try to get
as close to the prey as they can while
the prey tries to get safely away from
them.
<br><br>
As a result, this <i>appears</i> as though
some members of the pack are intentionally
driving the prey toward other members who
are lying in wait.
<br><br>
Running this same scenario in a scene with
obstacles produces even more striking
behaviors. The slower hunters appear to
be <i>hiding out</i> in the obstacles
waiting to ambush the prey; which, again,
is not happening; their slower rate of
updating their position causes them to
take longer to negotiate their way around
obstacles, during which time the prey is
being driven towards them.
<br><br>
Once more, the most interesting thing we've
noticed is that it's not just possible
for slower hunters to catch faster prey,
but it's often <i>advantageous</i>
to be considerably slower than the prey.
<br><br>
Infact, in the previous scenario,
it's often the slowest member of the
pack who makes the kill.
<br><br>
Other people disagree, saying that the
most interesting thing we've noticed
so far is that pack hunting
emerges on its own; it doesn't even
require communication between pack members!
<br><br>
</div>
<center>~ there are no alpha dogs ~</center>
</div>
<div class="C">
Well, this isn't really encouraging.
</div>
<div class="L">
Are you up for some more testing?
<br><br>
</div>
<div class="C">
Maybe?
</div>
<div class="L">
In the next hunt, you get to be
<i class="emp">POISONOUS.</i><br><br>
<div class="Q">
What the fu...
</div>
</div>
<div class="C">
OH, that sounds good! Let's try that one.
</div>
<div class="Q">
I'm not sure I like where this is going.
</div>
</div>
<div id="paisano" class="hunt">
<div class="C">
In the next series of hunts, I was
turned into a deadly, deadly, poison.
</div>
<div class="Q">
What he means is that there were several
prey members in a herd and one of them
was marked with an INFECTION.
</div>
<div class="C">
For the first few hunts, the infection
had NO AFFECT on the prey.
<br><br>
That is to say, everyone's top speeds
remained the same.
</div>
<div class="Q">
As before, in an open field, when the
prey has a higher top speed than the
hunter, there is never a kill.
<br><br>
And when the <i>hunter</i> has a higher top
speed, he gets a kill every time.
During infected hunts where the infection
has NO INFLUENCE over the prey, the
hunter simply catches the closest
prey first, and therefore makes exactly
the same percent of infected kills as
there are infected prey.
</div>
<div class="C">
That ought to make a lot of sense,
it's identical to the first series of
hunts.
<br><br>
Next, the hunter was given a slower
top speed than the prey, BUT now the
infection gradually caused the afflicted
member of the herd to have a lower and
lower top speed.
</div>
<div class="Q">
The obvious thing happened: during the
time that all the herd members had higher
top speeds than the hunter, there were
no kills, but the instant the infected
prey slowed enough to be caught, he was.
<br><br>
The hunter made a kill 100% of the time,
and 100% of the kills were infected;
the infection got transmitted EVERY
time.
</div>
<img src="migs/infectedHunt.png">
<div class="LL">
<div class="discus">
A lot of this is <i>tautological</i>,
if you know what I mean.
<br><br>
Slower hunters CAN'T catch faster
prey in an open run - that's what
"faster" means in this context.
<br><br>
Faster hunters ALWAYS catch their
prey. In the construct of this
environment, that's basically what
these terms just mean.
<br><br>
So, it ought to be self-edivent
that when infections cause faster
prey to slow down, EVERY kill
will be of an infected herd member.
</div>
</div>
<div class="Q">
What happened when we sent an entire pack
after an entire herd, when there were
infected prey?
<br><br>
Hunters had lower top speeds than the
prey - but does that mean the pack will
only kill the slowest, weakest, sickest
member of the herd?
</div>
<div class="C">
That's not what happened last time!
<br><br>
If you remember, my having a higher top
speed did NOT MATTER against a pack.
<br><br>
I was chased, and routed, and ambushed,
and run into a trap, regardless of my
speed.
</div>
<div class="Q">
And that's what happened again.
<br><br>
The top speed of the prey member had
NO BEARING on which one of them we
caught.
</div>
<div class="C">
Do you see what happened there?
<br><br>
The pack did NOT isolate and kill
off the weak; the pack ate whatever
member of my herd they happened
to be able to ambush.
<br><br>
The fact that I was POISONOUS still
didn't help me defeat a pack of hunters!