More options for movement and detection

Norljus
Algorithm
Algorithm
Posts: 55

More options for movement and detection

Post#1 » 02 Aug 2018, 13:31

Please add more options for movement and detection (explained with examples):
  1. Directional movement
    Allow movement based on a heading 0 to 180 and -1 to -179 degrees where 0 means straight to the enemy border and positive numbers denote headings to the right of 0. Actions: "Move heading 45" -> move at heading 45, "Turn -10" -> Turn left 10 degrees from last heading, "Turn +10" -> turn right from last heading, "Move to closest enemy +10": Move 10 degrees to the right of closest enemy.
    Filter: "Heading less or equal than 45 and greater than -45"
  2. Directional detection
    Filters: "Enemy at heading less or equal than 45 and greater than -45" -> enemy is in the small sector between these headings, "Enemy at heading less or equal than -45 and greater than 45" -> enemy is in the large sector between these headings. The same for a bearing instead of a heading.
  3. Positional movemement
    "Move to Location 0,0" -> Move to the center, "Move to Location -25,25" move to the left corner on the enemy side. That was already suggested here Bot plotting (exact location), but I would also like the grid points to be normal objects, that could ie be taged.

masterplayer
Algorithm
Algorithm
Posts: 65

Re: More options for movement and detection

Post#2 » 09 Aug 2018, 11:28

-1

Please don't make science out of a game.

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DjSapsan
Script
Script
Posts: 48

Re: More options for movement and detection

Post#3 » 09 Aug 2018, 12:24

-1 waaay tooooooooo hard. Players cant handle with 3 ranges and you requesting about freewalking robots?

pier4r
Skynet
Skynet
Posts: 3378

Re: More options for movement and detection

Post#4 » 09 Aug 2018, 15:03

masterplayer wrote:-1

Please don't make science out of a game.

I agree with the quote. Gladiabots is already complicated for many people. Let's not make it super elitist.

In general the idea is not bad, but remember it is a game.
http://www.reddit.com/r/Gladiabots/wiki/players/pier4r_nvidia_shield_k1 -> Gladiabots CHAT, stats, insights and more ;

Norljus
Algorithm
Algorithm
Posts: 55

Re: More options for movement and detection

Post#5 » 09 Aug 2018, 15:45

DjSapsan wrote:Players cant handle with 3 ranges ?

Maybe because that just isn't good enough. Many things that are simple tactical ideas just can't be expressed with the current language.

darktheatre
Script
Script
Posts: 34

Re: More options for movement and detection

Post#6 » 09 Aug 2018, 16:35

lets do a simple and more enjoyable

ConsciouS-0nE
Autonomous Entity
Autonomous Entity
Posts: 740

Re: More options for movement and detection

Post#7 » 09 Aug 2018, 20:12

All that quite possible with this(the things you wanna achieve)

https://trello.com/c/CSUmYy4s/24-condit ... of-the-map

Do people know thered a roadmap?
roadmap.gladiabots.com
The past
The current
The future of gladiabots




Also i really do recommend you to browse this,

viewtopic.php?f=2&t=441&hilit=Sensors

This is kinda all of that #1 post of yours mate.

Its just a fun thread,
Since people would share and would desire things usually/naturally


Agreement and disagreement too.
Humans. <3


All cool, youre freely to share any of your insights for the game.

-conscious
Im not the best player, but atleast im something.I'm 8
Science is madness! 3:)

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