$20 per 1000 views seems at the high end tbh. I say that based off my knowledge of Youtube's system --- I wouldn't be at all surprised to hear you end up with less than half of that.
Still though, I seems like a decent idea.
Search found 28 matches
- 25 Mar 2017, 22:59
- Forum: Devlog
- Topic: [Alpha 8] Rewarded ads
- Replies: 29
- Views: 3329
- 14 Mar 2017, 10:53
- Forum: Strategies
- Topic: alpha 7.x , tagging for aiming purposes by top players. How many are doing it?
- Replies: 13
- Views: 1594
Re: alpha 7.x , tagging for aiming purposes by top players. How many are doing it?
So....if you guys aint using tags --- how else are you ensuring your sniper / Machine gunner doesn't swap targets mid burst/aim? Since the removal of current target I've been doing: (leftmost node) Attack in range enemy team tag A Exclusive team Tag weakest in range enemy Exclusive team Tag sniper i...
- 15 Feb 2017, 08:49
- Forum: Feature Requests
- Topic: End of battle stats
- Replies: 7
- Views: 1173
End of battle stats
Didn't see this on the roadmap.... So the basic idea here is that at the end of the fight we get a stat breakdown of what our bots did. So at the end of the fight we get something like: Shield/Health Damage done: X/X Shield/Health Damage taken: X/X Confirmed Kills: X Resources collected: X Resources...
- 04 Feb 2017, 19:09
- Forum: Strategies
- Topic: Naming conventions for subroutines
- Replies: 11
- Views: 1379
Re: Naming conventions for subroutines
For me I have a simple naming convention: I use 3chr strings (eg: "_^_") at the start. This has two features this keeps all the subroutines relating to that AI in order in the list. (so my sniper has the "~~^" prefix, and my shotgun has "~^~". After the Prefix I'll then...
- 30 Jan 2017, 04:46
- Forum: Feature Requests
- Topic: New Conditions
- Replies: 24
- Views: 1880
Re: New Conditions
people are coding victory dance modules? Damnit! I'm so behind on this v7 meta. LUL but regards the substance of the matter. In my mind there are two key considerations. (1) every condition added makes the game more complex. (2) part of the charm of the game is figuring out workarounds for the stuff...
- 27 Jan 2017, 14:31
- Forum: General Discussions
- Topic: We Have Live Chat did you know ?
- Replies: 32
- Views: 3805
Re: We Have Live Chat did you know ?
Link don't work for me. Why not just use something like discord? The link works on my pc phone and tablet just tested so it must be you. Also I don't know about discord but Telegram you can upload screenshots and other files and it has history so you can see conversations that happened b4 you logge...
- 27 Jan 2017, 00:11
- Forum: Feature Requests
- Topic: Randomly generated maps
- Replies: 34
- Views: 3703
Re: Randomly generated maps
perhaps even more interesting would be random map + random team comp (bots and their placement). and moreover, if you make a match a best of 2 (one game per side) we wouldn't have to worry about map balance; If one side is totally favoured both players get a chance to play as that side. With this sa...
- 26 Jan 2017, 23:45
- Forum: General Discussions
- Topic: We Have Live Chat did you know ?
- Replies: 32
- Views: 3805
Re: We Have Live Chat did you know ?
Eh, effort. lol
- 26 Jan 2017, 23:44
- Forum: General Discussions
- Topic: should replays cost something?
- Replies: 13
- Views: 1170
Re: should replays cost something?
Most modern multi player games in order to be long term successful require a strong community -- Twitch probably being the biggest one. And what do players of competitive games want to see on Twitch? Tourneys with high level players. What I am trying to say is as this game gets released it will prob...
- 26 Jan 2017, 23:34
- Forum: General Discussions
- Topic: We Have Live Chat did you know ?
- Replies: 32
- Views: 3805
Re: We Have Live Chat did you know ?
So wait, we have a discord?
Linky?
Linky?
- 26 Jan 2017, 22:40
- Forum: General Discussions
- Topic: We Have Live Chat did you know ?
- Replies: 32
- Views: 3805
Re: We Have Live Chat did you know ?
Link don't work for me.
Why not just use something like discord?
Why not just use something like discord?
- 18 Jan 2017, 18:02
- Forum: General Discussions
- Topic: Complexity
- Replies: 27
- Views: 2340
Re: Complexity
I dont think removing a bunch of tools is the right way to go about reducing complexity. Progression, tutorials and UI Tweaks seem like the best way.
Also, while I'm here: what does relative shield do? (relative to what? self? different enemy?)
Also, while I'm here: what does relative shield do? (relative to what? self? different enemy?)
- 18 Jan 2017, 17:20
- Forum: General Discussions
- Topic: Complexity
- Replies: 27
- Views: 2340
Re: Complexity
didn't see this thread, lol. I'll repost what I said in the 7.5 test build thread: .... Had a quick play around on 7.5 Personally, I'm getting a bit concerned with "complexity creep". As more and more tags, filters, etc get added the game is getting harder to understand. new player content...
Re: Wording
Solo Missions > Academy
Multiplayer > Carrier
these changes are unclear. Why is multiplayer called carrier, exactly?
Multiplayer > Carrier
these changes are unclear. Why is multiplayer called carrier, exactly?
- 14 Jan 2017, 14:01
- Forum: General Discussions
- Topic: Feature Request: Code Comments
- Replies: 3
- Views: 574
Feature Request: Code Comments
So, I kinda stopped playing over Christmas played a few games and then I checked out my 200 node Ai. I cant remember what half of it does! lol. The ability to write comments in our trees will help us remember what we were thinking and we can add little 'Todo' comments for our future selves. Moreover...
- 08 Jan 2017, 18:53
- Forum: General Discussions
- Topic: My feelings about gladiabots tactics since alpha 4.X
- Replies: 12
- Views: 1965
Re: My feelings about gladiabots tactics since alpha 4.X
I think right now there is an idea (which seems intuitive) that the way to build good AI's is to get something basic done and then add more and more nodes that cover all the niche cases. We work from high-to-low level. However, its always possible that some other player comes along and decides to so...
- 28 Dec 2016, 09:34
- Forum: General Discussions
- Topic: Seeking Programmers
- Replies: 31
- Views: 3359
Re: Seeking Programmers
So, If I have understood correctly you want to build an AI that will design in-game AI's. When building an AI it will have a choice to do nothing(i.e. not build a node) or build a node. In the case it builds a node it have hundreds of options (conditions, move, attack) and if there are other nodes i...
- 25 Dec 2016, 18:26
- Forum: Strategies
- Topic: Sniper Ai + mechanics question
- Replies: 5
- Views: 1440
Re: Sniper Ai + mechanics question
Okay then, lets crunch some numbers. Below is a little Python script that calculates the break points for your sniper to kill an enemy in a single shot. # [Health, Shields] BOT_VALUES= {"SNIPER": [3000, 3000], "MACHINE G": [7000, 5000], "ASSAULT": [5000, 3000], "SH...
- 25 Dec 2016, 17:32
- Forum: Strategies
- Topic: Tip: Plan your escape.
- Replies: 11
- Views: 1249
Re: Tip: Plan your escape.
If I could figure out how I could retreat my dudes without getting clusterfucked I'd be happy. If they're clusterfucked it's too late. Control the battle before you get to that stage by pushing more, or using a team target to focus on a weak enemy. Also, if you have any grouping nodes, loosen them ...
- 25 Dec 2016, 17:26
- Forum: Strategies
- Topic: Sniper Ai + mechanics question
- Replies: 5
- Views: 1440
Sniper Ai + mechanics question
Hi guys, trying to optimise a Sniper AI here and I have a few questions: 1) are this bot stats uptodate for current patch: https://itch.io/t/46583/update-51-balancing 2) When it comes to shields & health, is any damage lost when "punching through" shields? Example, a Sniper has 3k heal...