This is something i suggested in the bots2-days, and while flor seemed to like it, it never made it into the game. Retry :)
It always 'bothered' me how simplistic fights are. Bots hit each other, HP is deducted, last one standing wins. The End. New fight. There's no further strategy involved.
You know, when your equipment is damaged during a fight, it becomes less efficient, right? I'd like to see that extended to the bot's stats as well.
If your bot could hit different body parts of its opponent, it could have an effect on the stats (only during the fight itself of course, after a fight everything is magically healed again)
For instance;
hit to the head
Chance of damaging helmet
Deduct extra HP
hit to left / right arm
Chance of damaging gloves
Deduct less HP
Deduct Str
hit to body
Chance of damaging armor
Deduct normal HP
hit to left / right leg
Chance of damaging boots
Deduct less HP
Deduct Dex
When you're hit with a warhammer to your head, that's more deadly then being hit on your foot, right? But if your foot is broken, you're less mobile. I'm trying to get the same logic to apply to bots fights. Hit the opponents leg, and his dex reduces - increasing your chances of hitting him in the next strikes (and decreasing his). Same with arms. Hit a bot there, and he becomes weaker; can't hit you as hard anymore.
How does this add strategy to the game you ask? At the beginning of a fight, you could give your bot 'instructions'. Aim for the head, legs, etc. If you know, or think, someone has shitty body armor; aim for that!
Heck, even Int could become an actual stat during fights; the amount of Int determines how well your bot can follow instructions. And being hit on the head could reduce Int, making him forget all about them :)
Anyhoo, just some random ideas on a rainy saturday morning. What do y'all think?
(i'm aware quite a lot wont like it, because they think it upsets the existing balance, or simply because it changes everything they know about the game, but really, fuck them and their fear of change ;)
|
While I think this seems like a great idea, and I support it completely, I'm sure somebody is going to come here shouting about how Str or Dex bots will have an advantage due to something, and the topic will get derailed.
Support +1.
|
Also, damaging the head should reduce INT. If I got hit in the head by a warhammer, I would be fairly stupid(er) for a while.
|
I'm not sure how this would really even effect he game.
When you say deduct str/dex by how much? 10 points? 50%? Or depending on how hard the hit was?
There would be a ton of balancing and patches. I'm not sure it is worth it.
|
Each part could start at 100% durability, the higher level you are, the more damage each part can sustain before losing durability. Eventually when a part reaches 0%, whatever stat it corresponds to will hit 0, and the equipment on that part of the body could also lose its abilities.
|
I don't think you realize how many new variables and methods would have to be added the the coding of this game.
It would take for fucking ever
It would be pretty hard to control how often the computer hits certain spots
I'm not belittling your idea, I think it's a great idea. But it's just not probable for how much time it would take to implement the data needed to make the idea succeed.
|
@Alan, i didn't mention any kind of numbers or percentages on purpose - first see how ppl like the basic idea. Details can follow later
@XxHunter1241xX, i'm a programmer myself, i have a pretty good idea. It's not overly complicated. Though it will take time and effort determining the actual numbers and chances.
|
ok well you would also be introducing decision based tactics. it would make battles take entirely too long. Unless you could implement a way to be able to target a certain body part for a certain amount of turns, then I guess that would be alright
|
Maybe you could decide which part for your bot to target from the workshop?
|
absolutely f#$king awesome idea
|
ok well you would also be introducing decision based tactics. it would make battles take entirely too long. Unless you could implement a way to be able to target a certain body part for a certain amount of turns, then I guess that would be alright
Yea, i imagine you could set like a 'standard tactic' in your workshop, you know, for offline fights.
Aim for:
Head: 25%
Body: 25%
Arms: 25%
Legs: 25%
And change the default percentages as you like. This would be your default setup. If you're challenged, your bot would follow those settings.
But when you're fighting yourself though, it'd be nice if you could change tactics per fight - but like you say, that shouldn't be too complicated or time consuming. Bots is about clicking fast.
So the regular 'Fight again' links should remain. But there could be extra checkboxes to select options like 'aim for head' etc.
|
|
It's unusual but a great idea nonetheless
|
I wonder what Ender will think.
|
Or you can just keep the setting on random and make your bot hit what ever it feels like :)
|
Yea that could definitely work, you guys have changed my mind about this idea. it could definitely be implemented. it wouldn't alter the balance of the game all that much, it would just be a pain in the ass to set the training bots with specific percentages that hey would go after.
which brings up another thought. Each training bot would have unique percentage based tactics for which body part they would go after. It would certainly add a little spice to the game.
|
I can see funny situations where someone complains in forum/chat his helmet is almost broke - and people go 100% head on him :)
|
"My legs are broken, and I can't hit anyone and everyone keeps hitting me!!!
WAAAAAHHHH!!!!!"
That's what I call an invitation. =D
|
hahaha Jans that was fucking hilarious. people will just have to learn hoe to shut their mouths so they don't get the shit beaten out of them. Oh you also have to have a deduction variable for how much damage to a certain body part hinders a certain stat.
|
I really do like this & the opportunities it throws up.
My only comment is that it will no longer be Battle Of The Scripts as the player dictates the outcome, to a certain extent :P
|
Battle Of The Moderately Controllable Scripts.
BOTMCS
|
As much as this is a good idea, something like this should have been implemented and tested in beta. I think ender will say the same.
|
^My thoughts also, and while this is a good idea. i dont like it.
|
I like this, although it shouldn't affect the fights more than 5-10%, as in you shouldn't be able to beat a bot with a build that's much better than yours by giving your bot really good "instructions".
The instructions should be set in the workshop, like 3 slide bars or something, that would make it possible to tweak your instructions in millions of ways.
|
i'll tweak your instructions
|