User:GoogleFrog
Contents
Design Notes
Factories
Factory | Role |
---|---|
Cloakbot | write later |
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.
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.