Since it seems the "what-to-do-next" thread is here now, i made a copy of a post in another thread (wich i have to admit wasn't very adapted)
Here's a "to do" list
First, let's begin with the obvious-and-asked-for-everytime ones :
1-Re-adding hearing code
2-I like very, very strong bots. I only play with bots on skills 2 or better (usually 1). I find them quite balanced, not being weak, and still easy enough to defeat. But the one thing that i have to admit may be annoying is their ability to one-headshot-kill you in a what-seems-to-be-one-frame time while you were completely out of their previous line of sight. Don't misunderstand me : they do a lot of headshots, and the more the better. They react quickly, and the faster the better (well maybe not like a god
). But maybe they should just have a little offset when they turn very quickly like every human does (well, at least a human using a mouse) if that's not already the case. I think that could be the best way to solve this without weakening them. And i would finally permanently remove those skill 2 bots from my games
3-Additional "stuck check" that would inspect info from the last 7-8 seconds : sometimes a bot is stuck (for example trying to jump over a box), he tries and tries, then moves a little - you can tell he's trying to unstuck - but not enough so he's still in front of the box, and then he returns to its previous stuck place, and tries to jump again, and so on. The "additional stuck check" could force him to move 5 meters in a random direction if he stayed in the same let's say 1 meter*1 meter location for the last 7-8 seconds although he was trying to move away.
4-Grenade code
5-Taking EVERY hostage, or at least the ones who are in a less-than-10-second-of-running radius; plus not "stealing" them from another player ("Is it not free anymore? argh"
)
Now for the less obvious ones :
6-Not only hearing, but also seeing bullet impacts appearing on the walls around him should make the bot search for an enemy.
7-Smarter buy checks : they often buy weapons they already have (m4a1, ak47, ...). Plus always make sure the weapon they're going to buy is actually better than the one they're holding (who buys an mp5 when he's got an ak/m4??). This could also ensure they have more money thus preventing them to have to fight with some stupid gun when everyone else has 3000$+ weapons... Actually, they should NEVER drop a 2000$+ weapon, unless of course they find a better one, or have at least enough money for them to be sure to be able to buy a third one next round if they happen to die in this one (~8000$+).
Another point, but that may be difficult to implement, would be to make them buy different kind of weapons depending on the map. This would be a very general approach, and maybe the experience files just already tell them what kind of weapons they should buy. But it feels strange seeing them buying shotguns on very large and open maps...
8-Almost same thing but for dropped weapons. Make sure that when a bot has some cheap primary weapon and sees a dropped better one, he takes it EVERYTIME! Even if that makes him change his path... actually he could also afford some little patch change for other dropped equipments such as a defuse kit.
9-Walking the map + snipe. NEVER walk the map with the zoom on. They do it very often. The next step, but here again that may be quite difficult, would be to make them "know" when they're going through those places where it could be wiser to switch for the small gun.
10-Find places to hide after planting bomb. They could be defined from the nearby places where a human player has gone, stopped and waited right after planting it. On the opposite, they should make a check of those places before ingenuously trying to defuse the bomb.
11-Being aware of time. When hurt, and only few seconds are left, maybe it's wise to just hide and wait. Especially in such cases when it's one against many more. In an other way, if they realize it's too late to plant the bomb, they could focus on finding and beating the enemy before timeout if terrorist, and being more careful if ct.
12-Walking instead of running is a very important thing at times... would be awesome if they could master this. A case where it would be simple to implement it would be when they suspect (by hearing, or seeing) some enemy to be next room without this enemy knowing about the bot's presence.
Well, i think that's it
Maybe other ideas will pop up sooner or later, i'll edit the post if it happens. Hope to see them all done for the next official release
EDIT :
13-Bots should shoot in bursts of 2 to 4 bullets (especially high skilled ones). They seem to keep shooting until opponent dies (or they lack bullets). This would make them dramatically better on long-range situations. Actually, they do it, but they should wait just a little bit between the burts (maybe something like a third or a half of a second more)
14-Bots shoot enemies even when there's a hostage between 9_9 Maybe they also do it when a friend is between (don't really know that since i play with FF off)