Difference between revisions of "User:GoogleFrog"
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=== Factories === | === Factories === | ||
− | + | Factories fall into a few categories that define a few themes: | |
− | + | * Vehicle: Rover, Tank, Hover. | |
− | + | * Bot: Cloak, Shield, Spider, Jump, Amph. | |
− | + | * Sea: Hover, Amph, Ship | |
− | + | * Air: Gunship, Plane | |
− | |||
− | |||
+ | Vehicle factories share a few traits: | ||
+ | * Their movement is generally speedy, cannot traverse steep cliffs, has noticeable turning circles. | ||
+ | * Vehicles posses the heaviest and most reliable artillery. | ||
+ | * Vehicles tend to lack solid skirmishers. | ||
+ | Bot factories share a few traits: | ||
+ | * Can at least pass hilly terrain, like hills, slower than vehicles, good turn rate. | ||
+ | * More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking). | ||
+ | * Has janky or nonexistent artillery. | ||
+ | * Good or efficient skirmisher units. | ||
+ | * Each has some take on a sneaky bomb/assassin type unit. | ||
+ | |||
+ | Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context: | ||
+ | * Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient. | ||
+ | * Tank: Emphasises escalation and assaults. | ||
+ | * Hover: Emphasises glass cannon and burst. A tenancy for precise energy weapons. | ||
+ | |||
+ | Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparitively: | ||
+ | * Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take. | ||
+ | * Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition. | ||
+ | |||
+ | Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large. | ||
+ | * Spider: Fairly straightfoward but lacks a true raider. | ||
+ | * Jump: Where all the janky units are stored. | ||
+ | |||
+ | Amph and Hover would ideally be reasonable 3rd options on veh or bot maps. | ||
+ | * Hover: Currently works this way since it doesn't interact much with the water. | ||
+ | * Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack. | ||
== Factory Issues == | == Factory Issues == | ||
Line 29: | Line 54: | ||
* Has no way to deal with Recluse or Rogue in the midgame. | * Has no way to deal with Recluse or Rogue in the midgame. | ||
* Very weak to turret spam. | * Very weak to turret spam. | ||
+ | |||
+ | === Shield === | ||
+ | * A single Outlaw is a bit too good at making a shieldball unattackable at Ravager range. | ||
+ | |||
+ | == General Issues == | ||
+ | * Stardust should gain almost nothing from attack ground. Essentially, it should automatically fire towards things that it could tickle with the edge of its AoE. | ||
== Todo == | == Todo == | ||
− | |||
=== Better Idle Behaviour === | === Better Idle Behaviour === |
Revision as of 18:00, 5 September 2020
Contents
Design Notes
Factories
Factories fall into a few categories that define a few themes:
- Vehicle: Rover, Tank, Hover.
- Bot: Cloak, Shield, Spider, Jump, Amph.
- Sea: Hover, Amph, Ship
- Air: Gunship, Plane
Vehicle factories share a few traits:
- Their movement is generally speedy, cannot traverse steep cliffs, has noticeable turning circles.
- Vehicles posses the heaviest and most reliable artillery.
- Vehicles tend to lack solid skirmishers.
Bot factories share a few traits:
- Can at least pass hilly terrain, like hills, slower than vehicles, good turn rate.
- More focused on a utility mechanic (see cloak, shield, jump, all-terrain, sinking).
- Has janky or nonexistent artillery.
- Good or efficient skirmisher units.
- Each has some take on a sneaky bomb/assassin type unit.
Rover, Tank and Hover should be standard matchups on relatively large or flat maps. In this context:
- Rover: Emphasises general speed in its mainline units, but has the slowest main raider. Light and efficient.
- Tank: Emphasises escalation and assaults.
- Hover: Emphasises glass cannon and burst. A tenancy for precise energy weapons.
Cloaky and Shield are cheap generalist factories. Their units are more efficient than vehicles, but are generally slower. Comparitively:
- Cloaky: Faster and prefers open areas due to direct fire weaponry. Glass cannon. Light units want to win by inflicting more losses than they take.
- Shield: Tankier and prefers hilly terrain due to indirect fire. Can escalate and assault. Wants to win through efficiency and attrition.
Spider and Jumpbot are more specialised bot factories. To do well they will likely need impassible terrain to exploit and a map that is not too large.
- Spider: Fairly straightfoward but lacks a true raider.
- Jump: Where all the janky units are stored.
Amph and Hover would ideally be reasonable 3rd options on veh or bot maps.
- Hover: Currently works this way since it doesn't interact much with the water.
- Amph: Needs work to be more viable on land maps. It does not need to be as viable as Hover because the specialised bot factories can take up some of the slack.
Factory Issues
Jumpbots
- Pyro is generally bad against raiders and too expensive for what it does, yet could be oppressive sometimes.
- Jumpjets break weapon velocity prediction. This will become important and annoying if Pyro ever sees much use (affecting matchups such as Glaive and Archer while leaving Duck and Dagger unaffected).
- Skuttle is annoying for all involved and doesn't interact after it goes off. Some people specialise in it, but it doesn't seem worth keeping overall.
- Very weak to turret spam.
Spider
- Venom is annoying to use and to fight because it depends on overlapping AoE successfully. It also self-damages your own Fleas.
Amphbot
- Generally a bit slow.
- Needs a Buoy to do many things on the map.
- Has no way to deal with Recluse or Rogue in the midgame.
- Very weak to turret spam.
Shield
- A single Outlaw is a bit too good at making a shieldball unattackable at Ravager range.
General Issues
- Stardust should gain almost nothing from attack ground. Essentially, it should automatically fire towards things that it could tickle with the edge of its AoE.
Todo
Better Idle Behaviour
when a unit goes idle -> self-acquired attack command.
1. If the target is a fleeiee, skirmiee or swarmiee then tactical AI almost as usual.
* Move back to original position when re-idle. * If the target is too far from idle location, and I am closer to the idle location than the target (+ some constant), then Move back to original location.
For example a Glaive may move back if the target is further than 500 elmos away from idle location and if the Glaive is 100 elmos closer to the idle location than the the target. Ronin may have similar numbers, but the upshot is that on retreat it won't be closer than its target to the idle location.
2. Add an idle-only fleeiee table, mostly to be used for raiders against riots. this seems exploitable (the Move command means that breaking vision against a target will be a way to bait) but I suppose the idea is decent basic behaviour it is just meant to give you a bit of time to notice that something is happening
Addendum: If a unit goes idle with an enemy in range then it should attack it without using idle tactical AI, as the user probably meant to tell the unit to attack.