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See people, exploiting bots good! It makes the bots smarter.
Bots should give up on someone if they can't hit them for 1 minute.
Also, when i am distract bots i notice that one vulture hits another and they spin out for a second.
Bots should give up on someone if they can't hit them for 1 minute.
Also, when i am distract bots i notice that one vulture hits another and they spin out for a second.
yeah,
to stay a little bit on topic and stray a little bit from it "just a little :)"
the bots are funny, you just harass them for a while (especially the 18 ones) and fly to the docks. Then you get out in even in a rocketbus if you want and start shootign them while they are stuck in the station. Easy pickings :D.
Naturally, you have to look out, they still are dangerous ;) " got 2 squads (barely made it, was at 0%, but was able to dock :D) on my ass, was kinda frustrating :("
cheers
to stay a little bit on topic and stray a little bit from it "just a little :)"
the bots are funny, you just harass them for a while (especially the 18 ones) and fly to the docks. Then you get out in even in a rocketbus if you want and start shootign them while they are stuck in the station. Easy pickings :D.
Naturally, you have to look out, they still are dangerous ;) " got 2 squads (barely made it, was at 0%, but was able to dock :D) on my ass, was kinda frustrating :("
cheers
One thing I might suggest is that the bots coordinate, and observe a set of concentric spheres. For example, within 1000m of a flag is one sphere, designated the home sphere. At a distance of 3500m is another sphere, designated the space sphere.
Procedure for dealing with a single attacker:
Heavies contract to within the home sphere and guard. All three lights give chase unless:
(1)the hostile crosses into the space sphere, at which point one of the lights returns to within the home sphere to join the heavies in guarding, letting the other two give chase or...
(2) more hostiles enter the system, at which point two of the lights return to the home sphere.
Procedure for dealing with more than one attacker:
Generally it's one ship per attacker, unless they have successfully destroyed two or more ships while in system, at which point all of the lights go after that attacker, unless he hits the space sphere, where they will abandon chasing him and return to deal with other attackers.
Hope this makes some sense :D
Procedure for dealing with a single attacker:
Heavies contract to within the home sphere and guard. All three lights give chase unless:
(1)the hostile crosses into the space sphere, at which point one of the lights returns to within the home sphere to join the heavies in guarding, letting the other two give chase or...
(2) more hostiles enter the system, at which point two of the lights return to the home sphere.
Procedure for dealing with more than one attacker:
Generally it's one ship per attacker, unless they have successfully destroyed two or more ships while in system, at which point all of the lights go after that attacker, unless he hits the space sphere, where they will abandon chasing him and return to deal with other attackers.
Hope this makes some sense :D
That sounds good, but I dunno how easy it would be to program...
/me looks at the devs.
/me looks at the devs.
Hey, give me something to do and I'll stop bitching =D
That's funny, ctishman, because it reads an awful lot like the spec Incarnate wrote eons ago. :)
Right now each bot is kind of on his own with no coordination (the exception is the squadrons, of course, but also the squadron leaders themselves along with what I often refer to as the 4/6/12 bots -- whenever a bot decides to attack someone, it tells the others so and they won't attack you unless you provoke them). What I want to do next (after fixing pathfinding so they don't "pathfind" their way into a docking bay without being able to get back out) is install the "commander" AI which manages its units by assigning targets and patrol points. This would go for the capital ship as well as the nation defense. But we need to come up with a specific set of rules for each, along the lines that ctishman suggested.
Right now each bot is kind of on his own with no coordination (the exception is the squadrons, of course, but also the squadron leaders themselves along with what I often refer to as the 4/6/12 bots -- whenever a bot decides to attack someone, it tells the others so and they won't attack you unless you provoke them). What I want to do next (after fixing pathfinding so they don't "pathfind" their way into a docking bay without being able to get back out) is install the "commander" AI which manages its units by assigning targets and patrol points. This would go for the capital ship as well as the nation defense. But we need to come up with a specific set of rules for each, along the lines that ctishman suggested.
Wait...you're saying that the "wing x" bots from 16/17/18 are supposed to attack one at a time (unless otherwise provoked)?
That isn't quite what they do. Its more of a gang bang than a one on one when you're fighting those bots....
I remember telling n00bs not to hit the wing leaders because they'd sick the whole squad on you.
That isn't quite what they do. Its more of a gang bang than a one on one when you're fighting those bots....
I remember telling n00bs not to hit the wing leaders because they'd sick the whole squad on you.
if you kill the leader in 17 or 18, then the 2 wingmen will run away :D, back to their original point :D
cheers
cheers
What I said only goes for the leaders. If Alpha Leader is attacking you, a) Alpha Wing 1 and 2 are also attacking you, and b) no other squad will attack you _unless_ you score a hit on the leader of another squad.
These def bots need to spread out. I killed 25 of them today, only losing 4 ships in the process, all ships were vultures. I even killed a few bots without dying in the process! So there's a problem there...