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Re: V1_rocket_b2 request waypoint
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TomTom
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Default Re: V1_rocket_b2 request waypoint - 08-12-2007

Thank you for the feedback.
in reply:
1 - In order to focus the allied bots on dynamiting the gate I reduced the priority of constructibles (like the bridge and mg42). That way the dynamite is at least as high priority as the bridge but unfortunately the mg42 is reduced to a priority similar to planting mines. But that should be OK since the bots don't need the fixed mg42's in this map and the allied mg42 is very vulnerable. I can always turn off the construct of the mg42 earlier so it does not get built when the gate is blown but then again for now I just like to think the bot is acting a little like an XP whore and building it for the engineering XP.
As for the axis the class defense strategy is not properly implemented yet so a few bots may be crossing at that point that should stay nearer the spawn.

2 - Are you sure the bridge was totally dynamited? It take 2 dynamites and if the second is laid after the first one blows there is only a narrow edge left to dynamite. So far I have observed the axis dynamite that narrow edge reasonably well, but I will monitor it in future. As to the Allies they will have difficulty now building the bridge since the axis bots will seek to own that area to prevent the tractor getting to the otherside. I may assign more axis camps inside the tunnel reducing those at the tractor, however the tractor is a magnet for all bot classes (though with different priorities).

3 - The rear dynamite can still be practical but the allied engrs likely need support camps (current there are just a couple of medic roams).
Making the bots change strategy after a set number of dynamite plants is a very interesting idea and can be done in the script file, but it would require another func_explosive entity to signal the aiscript when to change. Now this map already has a lot of scripted entities, so to be safe I will leave this idea for much later when everything else is complete.
The spawning in the depot will happen but as I tested only when the bots respawning exceed 4. I can likely change this but it will affect the number spawning for the bridge adversely. I think I will leave this for later when balance testing starts.
Quote:
".the allied always go to the depotyard through shortcut"
As I said NO routes have been added, I want the bots to be more predictable until we can be certain that their current behavior is correct before adding the random element of routes.

Quote:
"but it seemed impossible for axis engineer which roaming outdoor to construct the radar mg42nest when he tried in vain to climb up the ledge near the nest?"
Thank you very much that is exactly the sort of feedback I need. I had not time to verify that path with bots yet, will try to fix it ASAP.

Quote:
"even if mg42 constructed,never seen any axis use it?"
Correct I made it a non camp mg42 action. Later when I force the allies to run to the ramp to support the fuel carrier that is when I should change the action to a fixed mg42 camp.

Quote:
"So my suggestion is coming out:when the train go for the ramp and axis still owned flag,Active lightly fuelbase defense.split the respawn,one or two axis repawn at depotyard while more ones at main bunker ready for defending in the tunnel and nearby the fuelbase;when axis lose flag,Active heavily reforced defense as well as lightly defense:split respawn,one or two near the radar the others at main bunker,"
Agreed but it takes another scripted entity so I first want to be sure things are stable first.
Quote:
"need do more defense into the fuelbase like landmine planted,fuelbase mg42nest,sniper at top of the mountain near the fuelbase or so on."
These already exist, but more will be added (except mines - over 10 total can crash FritzBot ET). Initially I want to keep the number of camps smaller until the strategy definition is done. The bots chose camps at random, they do not consider things like too many defending one spot and not enough the other spots, so too many camps can actually weaken a defense if not careful ( It depends on team size and classes)

Quote:
The switch of front gate for bots using near the fuel was a pretty idea!but i'm afraid no allied noticed that."
They won't as I explained, but when I do the routes then bots that do not get fired on may open/close the door (TBD). Beyond that I would have to make the allies zigzag always when running for the open wall.
  
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