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One thing I've tried is attributes based on the force coming from an Anti-Gravity calculation. I thought it was going to be a killer feature, but despite being fairly rigorous to make sure it was doing what I wanted, I never got a performance gain out of it.
It seems like there must be a way to leverage that data, though.
If everyone used anti-gravity movement, assigned and weighted points the same way, it would work wonders.
Combat uses anti-gravity movement, but weights points differently, and also assign anti-gravity points on enemy virtual bullets (shrapnel dodging), which are invisible to opponents. Good luck to anyone trying to guess the resulting anti-gravity force.
Many intermediate anti-gravity bots also assign random anti-gravity points accross the battlefield in order to confuse opponents.