Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Topic started by: Zorchdude on February 01, 2008, 06:21:25 AM

Title: THE SCIENCE OF CHEX QUEST!
Post by: Zorchdude on February 01, 2008, 06:21:25 AM
ZORCHING FLEMOIDS:
'Zorching' contaminates some of the Flemoid's slime. When enough slime is contaminated, or dead, the body refuses to contain itself in it's fixed position any longer, blowing up. The zorch remaining acts like a black hole, keeping the body together but also imploding it. When all the slime is gone there is nothing to zorch and the flem dissapears.

Will have more later!
:)
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 01, 2008, 09:34:12 AM
?(can others contribute)?
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Manny Cav on February 01, 2008, 12:14:31 PM
It really doesn't look like the Flemoid is "blowing up" when you zorch it. Doesn't the game say that you just "transport" it back to it's own dimension "by recalibrating the phase frequency of our zorchers to match that of our transporters?"
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Loremaster on February 01, 2008, 01:43:00 PM
Quote from: Manny Cav on February 01, 2008, 12:14:31 PM
It really doesn't look like the Flemoid is "blowing up" when you zorch it. Doesn't the game say that you just "transport" it back to it's own dimension "by recalibrating the phase frequency of our zorchers to match that of our transporters?"

Correct. The flemoid is not harmed in any way [other than perhaps a little bit of transporter nausea.]
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Lucius on February 01, 2008, 06:05:17 PM
Yup. That's what a zorcher does.

Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 02, 2008, 02:31:50 AM
SCIENCE OF TELE-ZORCHING:

When a person or flemoid is in the exact spot of a teleporter stop point, the cells in the object are saturated with leftover teleporter waves. When they reach a certian level, the teleportation waves increase in frequency, and act as zorch waves, ridding the object to the flemoid dimension.

(WARNING: The topic of zorch is highly controversial. Do not post anything that goes against the rule:
Zorch is just a different frequency of teleportation. It sends to dimensions, not places. Zorchers were used for reasons unknown before becoming the weapon of choice against flemoids. They just upped the zorching frequency to match a teleporter, which sends them to their dimension.)
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Replica on February 02, 2008, 02:55:40 AM
The zorch doesn't teleport. It was like Manny said "recalibrating the phase frequency of our zorchers to match that of our transporters" there for, its wrong.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 02, 2008, 03:03:45 AM
I edited my first post...Makes more sense now. Now that the real tech bit is done, can we make stuff up?

SCIENCE OF TECNO LIGHT:

These lights are fusion generators that glow to give off blue and yellow light. They help run many lab tests. They can run off of many different types of nutrients.


SCIENCE OF DOORS:

There are keypads on most doors. These, when pressed, activates a pneumatic lift, raising the door. A hiss of air is heard when opening and closing the doors. There are many doors that need colored keys to press the keypads. These are inserted, turned to the left, then the code is typed in. the key is then removed, and the door opens.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Replica on February 02, 2008, 04:36:46 AM
Yet, every door's key changes per area it's located it
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Zorchdude on February 02, 2008, 09:12:04 AM
Imploding at the same time as exploding, BTW.

THE SCIENCE OF TELEPORTERS (Also covers the teleporting part of zorch):
Each little atom in the body of the teleportee (person who is teleported) is split apart with no pain involved, swirling into a small 'socket' in the machine. It blows these small atoms through a series of intergalactic 'pipes', as that is what they look like. But they are made from special dimension/location skipping energies. When it gets to the teleporter (destination) it blows out of the tubes, and uses special energies to pull them together. All this happens in less then a millisecond, and no harm is done unless something is blocking the way, stopping formation of atoms unless the other is teleported, So that is what the teleporter does when something is blocking. (A teleporter is just like zorch to the flemoids)
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: The Slimeinator on February 02, 2008, 11:43:25 AM
Quote from: Replica on February 02, 2008, 02:55:40 AM
The zorch doesn't teleport. It was like Manny said "recalibrating the phase frequency of our zorchers to match that of our transporters" there for, its wrong.

You have OBVIOUSLY Never, EVER watched the video intro to Chex Quest. Manny posted it on YouTube:

http://www.youtube.com/watch?v=IQe_vLDglec
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 02, 2008, 07:36:32 PM
Replica...why are you railing this? We are just guessing at stuff we don't know about using very little information. This is all pure speculation. If you think your theory is better, post it! don't just say that people's are wrong and they are missing stuff...
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Lucius on February 04, 2008, 06:48:16 PM
I wanna zorch a lunchbox!
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 04, 2008, 06:58:23 PM
Lucius, start working on interdimensional gateways that don't lead to hell, then make a portable spawner. Then compress the machine down to a handheld device that looks like a mini zorcher, then try it!
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: The Slimeinator on February 05, 2008, 12:24:22 AM
Atariangamer, your "Lol" skill has increased by one. :D
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 05, 2008, 09:33:32 AM
Yay, my second ever +1! Ok...
Um...what else is in the CQ universe that actually has a science to it?
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Lucius on February 05, 2008, 09:21:45 PM
Well, the guy in the CQ intro zorches the baby flemoid along with the whole box that it was in. Interesting that you cant zorch objects in CQ. Lol imagine if you could zorch anything and it just disappears!
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Manny Cav on February 05, 2008, 11:46:28 PM
Quote from: Lucius on February 05, 2008, 09:21:45 PM
Well, the guy in the CQ intro zorches the baby flemoid along with the whole box that it was in. Interesting that you cant zorch objects in CQ. Lol imagine if you could zorch anything and it just disappears!
A fairly common effect in video games, it seems, such as the Metroid games, where you can blow up a variety of objects and walls, but yet, some stuff won't move at all no matter how many times you blast it. It's just a programming limitation.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Loremaster on February 05, 2008, 11:50:25 PM
Aye. Though, with the newer engines, some objects do zorch [i.e., objects that would explode in DooM]

Hm, just to throw this out here, but how does their Armour work? [I have my theories, but let's hear y'alls.]
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Manny Cav on February 05, 2008, 11:52:54 PM
Uh... they block, reflect, absorb, etc., slime better? The explanation would also have to be in agreement and not conflict with those nifty cans on slime repellent, depending on how they work, as well. We must also not forget to discern between health and armor, and use the two together to make sense out of the Chex armor.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Loremaster on February 06, 2008, 12:00:57 AM
But HOW? C'mon, let's think like scientists/engineers!
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Manny Cav on February 06, 2008, 12:12:33 AM
You squeezed a post in after I edited. :D Anyway, I was thinking before that the armor could reflect a certain amount of slime, but the less it could reflect, the easier it is for it to absorb or gather slime on it. However, let's look at the fact that Chexter starts out with no armor and 100% health. That armor can't reflect the slime easily, so the slime clumps on the armor fairly easily. Cans of slime repellent add a layer of protection that help to block a little more slime for each application. However, the more that the layers of repellent protects against, the more the layers degrade, and the more slime that clumps on the armor. When the armor gets so bad off, the warrior can take that off and get new armor that's pre-made with layers of repellent added on it. But, if Chexter takes the armor off, then why is the slime still there? Perhaps the new armor is placed over the old armor. But it can't be that, either, since the HUD would still show slime on the armor. I'm running out of good explanations here. Help me out!
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Loremaster on February 06, 2008, 12:30:09 AM
The Theory of Armour
Loremaster

Armour in Chex Quest most likely works, not on a kinetic principle, but rather on a chemical principle. The tough fibrous weave is made of a substance that reacts with slime, giving off harmless, odorless, colourless gas. As this obviously depletes the armour, eventually holes will appear, usually very quickly. Slime that enters these holes will accumulate on the  warrior, damaging him. Slime repellent works on a similar principle, though it's chemical is weaker, but compatible with Chex Armour.

A note on health. It must be considered that health in excess of 100% represents extra energy that the warrior can use to clean slime off himself [explaining why no slime appears in the HUD]. However, once health drops below 100%, the warrior is devoting all his energy to simply surviving and carrying out such related actions [running, shooting, thinking], and cannot clear slime off himself. If armour that is discarded and replaced had holes allowing slime through which damaged the warrior below 100%, then such slime is not cleared off [explaining the HUD]

Make sense?
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 06, 2008, 01:18:54 AM
Enough...Mine was (from the idea of it being cereal) that slime would soak through the original armor and hurt you, but the stronger armor could hold up some more, and the armor bonus was just like anti flem that could burn off flem.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Replica on February 06, 2008, 11:56:47 AM
Quote from: The Slimeinator on February 02, 2008, 11:43:25 AM
Quote from: Replica on February 02, 2008, 02:55:40 AM
The zorch doesn't teleport. It was like Manny said "recalibrating the phase frequency of our zorchers to match that of our transporters" there for, its wrong.

You have OBVIOUSLY Never, EVER watched the video intro to Chex Quest. Manny posted it on YouTube:

http://www.youtube.com/watch?v=IQe_vLDglec

You have no idea how many times I've seen it. I dont think it was meant to "Teleport" untill it was recalibrated TO the frequency of the teleporter there for, it wouldn't have made sence to use zorch to teleport now would it?
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Manny Cav on February 06, 2008, 12:26:34 PM
The zorchers had to be calibrated to the phase frequency of their transporters. THEN, the zorchers "teleport" the Flemoids, perhaps as if they were hit by a transporter beam of their time, or like the weapons in this (http://memory-alpha.org/en/wiki/Gambit%2C_Part_I) episode on Star Trek: The Next Generation. However, this implies that they did something else before, probably "harmful." They did say that "conventional" weapons had no effect on Flemoids. How could they know unless they tried "Conventional weapons" on Flemoids before?
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Lucius on February 06, 2008, 10:48:28 PM
I think this is basically what replica is asking:

What were the zorchers meant to do before the phase was recalibrated to the frequency of the teleporters?


Also, we should turn this into a FAQ, where a critic or questioner of these things in CQ is asking questions and the answers are provided!
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 06, 2008, 11:58:37 PM
I think they were like trash deleters...they would just ^ZAP^ all your trash away from your desk!
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: mob720 on February 07, 2008, 12:07:09 AM
Hows about the science of the slime proof suits? Be sure to include how flemods can still slime the Chex Warrior.

BTW, I think Armour should be Armor, but I think either way would work (EEK! I'm turning into a GRAMMAR n***!!!)
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 07, 2008, 12:17:58 AM
BUT YOU HHHHHHHAAAATTTTTTEEEE NNNNNNAAAAAAAZZZZZZZIIIIIII""""SSSSSSS!!!!!

O well. Its the british way of saying it. I have no possible clue as to how the slime proof suits can be posible unless...

It is made up of thick boots, and an armor weave mesh. This can disapate most still flem into its layers. However, when the slime is moving, the suit can't spread it thin enough to cancel its effects. It goes through and hits the warior...or something. Doctor Loremaster, uh, perhaps you could "shed some light" on the situation.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: The Slimeinator on February 07, 2008, 12:19:48 AM
You will be assimilated... :D

Anyway, let us see...

The Slimeproof suit gives the Chex Warrior anti-gravity boots that allow him to float one-two inches above the slime while he is walking. This allows the Flemoids to slime him. However, (this refers to the "Leaky Radiation Suit" error described in the Doom Wiki) super charged slime has the power to jump and catch the Chex Warrior's foot.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Manny Cav on February 07, 2008, 12:58:31 AM
Quote from: The Slimeinator on February 07, 2008, 12:19:48 AM
You will be assimilated... :D

Anyway, let us see...

The Slimeproof suit gives the Chex Warrior anti-gravity boots that allow him to float one-two inches above the slime while he is walking. This allows the Flemoids to slime him. However, (this refers to the "Leaky Radiation Suit" error described in the Doom Wiki) super charged slime has the power to jump and catch the Chex Warrior's foot.
The floating idea is bogus, since in your own mod, Chexter can have a slime proof suit and go inside deep pools of slime and not get harmed unless a Flemoid shoots him with slime.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: The Slimeinator on February 07, 2008, 01:08:15 AM
Good point.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Loremaster on February 07, 2008, 01:50:18 AM
Y'know I always favoured using the slime proof suit as invincibility, rather than radiation suit. Before 3D sectors, I always figured he only took the boots from each pair, but with 3D sectors, that idea doesn't hold up as well.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Replica on February 07, 2008, 02:22:13 AM
Quote from: Lucius on February 06, 2008, 10:48:28 PM
I think this is basically what replica is asking:

What were the zorchers meant to do before the phase was recalibrated to the frequency of the teleporters?


Also, we should turn this into a FAQ, where a critic or questioner of these things in CQ is asking questions and the answers are provided!

I wasn't asking anything...  :-[ Any way, i think there like a Star trek phaser weapon.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Lucius on February 07, 2008, 07:46:50 PM
Quote from: Loremaster on February 07, 2008, 01:50:18 AM
Y'know I always favoured using the slime proof suit as invincibility, rather than radiation suit. Before 3D sectors, I always figured he only took the boots from each pair, but with 3D sectors, that idea doesn't hold up as well.

In legacy and gzdoom that problem doesn't exist.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Loremaster on February 08, 2008, 01:37:16 AM
My mind's not quite operating correctly at the moment. Remind me why that is please?
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Replica on February 08, 2008, 03:48:35 PM
It isn't. I think Lucius miss read what your saying. :-\
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Lucius on February 08, 2008, 08:14:13 PM
I thought you were talking about how the sector effect will hurt the player on a 3D floor even, if they aren't touching the ground. In legacy and gzdoom this is fixed.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Replica on February 08, 2008, 09:05:43 PM
What he meant was, that it would be better for the slime suit to be better as a god mode replacment, becuse the flemoids slime balls hurt you.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Lucius on February 08, 2008, 11:07:52 PM
Oh I see but what was he saying about 3d floors then?
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 08, 2008, 11:13:30 PM
in some ports with 3dfloors, the action of the floor underneath would transfer to the whole sector, including the one above it, the 3d sector. so walking on the bridge over lava would still hurt you. but, newer ports fix this.
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Replica on February 09, 2008, 03:27:35 AM
What he means there is he thought Fred took only the boots, wich explians why flemoid slimeballs hut you. But now that theres 3d water. It wouldn't make sence for his boots to stay on ;)
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Atariangamer on February 09, 2008, 02:31:19 PM
That makes sense...

Now how does it work? There was mine, saying that still slime could be dissapated by the suit, but slime flung at you by enemies could push through...
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: gweepypig on March 20, 2008, 11:33:19 PM
Also, 2^(1/2) = chuck!!









(I could not type a root symbol)
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: The Slimeinator on March 20, 2008, 11:52:05 PM
I would just like to remind you that posting in a topic that has not been posted in for a month is banned.

http://chexquest.org/index.php?topic=2
Title: Re: THE SCIENCE OF CHEX QUEST!
Post by: Manny Cav on March 20, 2008, 11:55:45 PM
Please observe the board rules and don't post in topics more than a month old.

EDIT: Since the Chex Quest section has been exempted from the bumping rule, I'm unlocking this topic.