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Fragment of a discussion from Talk:Energy Drop
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Yes, i'm using a range based calculation for the wall hits right now. The damage range is always 0 to -1.0 or 0 to +0.5 related to the last detected velocity. It makes the enemy gun heat calculation quite difficult.

If you combine the forced wall hit damage with some sort of chase bullet gun it would provide a quite challenging wave pattern, i guess.

And like i said above it is just an experimental movement, nothing to beat a certain bot. I would be happy if i can trick some wave surfer bots a little. To make it fully competitive it would need way more thoughts about it. Mostly i learn some new things while getting along with these experiments and that is the most fun for me.

Actually being predictable is not necessarily a bad thing. For example if you want to use a bullet catcher system to drain the enemy energy to a certain level. On the other hand you can move along the wall and if you time the wall hit, lets say, right after the enemy shoots, you got 10 to 16 + bulletTicks turns to find a better spot or dodge the bullet.

Yes, inactivity is probably nothing to worry about for top bots. But there are some bots out there who shoot always <1.0 bullets and dodging those bots to a certain energy level can take some time.

I'm tracking my energy most of the time for statistics like damage taken, bullets shot, wall damage and i have a energy slop system for me and the enemy to pick my right bullet power. Or better - if he/me looses energy based on his current slop which turn would he be at zero energy.

Wompi13:49, 14 December 2012