Head on gun in melee

From RoboWiki
Fragment of a discussion from User talk:Beaming
Jump to: navigation, search

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Skilgannon (talk)07:09, 11 November 2015

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Beaming (talk)15:56, 11 November 2015

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Voidious (talk)16:18, 11 November 2015

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Beaming (talk)20:51, 11 November 2015

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Skilgannon (talk)20:58, 11 November 2015
 

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Voidious (talk)02:55, 12 November 2015

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Beaming (talk)03:48, 12 November 2015
 
 
 

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Skilgannon (talk)20:01, 11 November 2015
Edited by author.
Last edit: 07:09, 11 November 2015

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Beaming (talk)21:06, 11 November 2015

I don't remember anything like that. There were schemes like that for movement, I think, with different areas being considered safe/unsafe.

One thing I found helped a lot in Neuromancer was the bullet power formula, and taking distance of the target I was aiming at into account. Close targets get lots of bullet power, further targets get less bullet power. If lots of targets are bunched together, they also get lots of bullet power.

Good luck. I've been tempted a few times over the last few weeks to pull Neuromancer out and implement some of the features that are missing. If I do that I'd also like to open-source the current version of Neuromancer, since it seems nobody else has seriously tried a surf-everybody strategy.

It's very interesting watching the different movement strategies of different bots - Diamond sticking in the corners and picking off anybody who approaches, Shadow finding empty spots and aggressively clearing out close bots, Neuromancer skipping through the middle of the chaos and somehow dodging bullets.

Skilgannon (talk)21:10, 11 November 2015
 
 
 
 
Personal tools