TeamXLink:
Yeah a dynamic skill setting option is a must. Easy to implement for the most part once skills are already coded
daemonicky:
Linear projectile leading is rather trivial, yes. The anticipation I was referring to, was trying to assess what items the enemy needs, and if it's possible for the bot to try beat them there or cut them off etc. Would need to rate the player, and try and think if the bot was in their shoes, what would they go for, and compare estimated travel times etc.
I still want to try and implement it in QC, as I'm currently too uneducated (ie. DUMB) to implement it with anything else.
AAS = Area Awareness System
Basically just convex volumes filling up the level to be used as navigational data. 90% of the time it's wasted as they're just walls, good for water and things. (simply talking about comparison to navmesh which is purely ground information)
goldenboy:
Interesting concept regarding the independant control over aim vs intelligence. What if the skill levels just scale well, wouldn't that be sufficient? The bot will definitely need human-like aim to pull this off though.
Oh they'll make mistakes, no doubt about that
Yeah that's cool regarding the ETQW bots. I think I'll be able to do some cool teamwork stuff that will definitely cover that aspect, not with vehicles though obviously
I completely underestimated how much people actually care about bot chat. It's something I had no interest in initially, but will obviously have to invest some time working on. If I'm going to do it, I want to do it right. It'll involve reading chat messages and breaking them apart looking for combinations of keywords to try and construct a reasonable response. This could then be tied into the rest of the AI and have an "emotional" response (eg. pissing off a bot, making them hate you more etc. I just read scar3crows post, so that's where that idea comes from regarding emotions)
Grappling hook! Yeah

I just thought of a way to get it to do basic navigation using it, should be fine. Would really want it to do more advanced things like chain together multiple moves.. tricky! Discharging is fairly easy... spawn camping will be an emergent behaviour of the looking and hotspot systems.
Yeah hearing is a big deal, based on skill is how accurately they'll be able to determine someones exact location.
scar3crow:
Emotions... ah, the tricky stuff!
I hadn't thought of other goals (other than winning or helping a team win) when writing up my docs. I'll need to invest some time into coming up with other goals, which also boil down to ultimately helping them get a better score in ways... such as picking on a player more than tends to be killing them more often, or a player that has a higher score.
Mistakes will happen just as a side-effect of the bot being fooled, which will happen regardless of how good i make the aiming algorithm. It's impossible to know exactly what a player will be doing all the time.
The stealthier route option is DEFINITELY a good one, will have to give that a go, will have to come up with a bunch of criteria for when they think they should be quiet... last one alive on a team in clan arena... enemy has a powerup/heavily outweighs them and is playing aggressively etc.
The self-damage to be able to pick up an item to hog is already planned. It's one of many asshole moves that will be possible. (another example is them aiming for a pickup you're near that they think you'll be going for... why bother aiming for you, when they can most likely guess you'll be going for that pickup?

)
An ideal player count for a server is a good idea. Maybe an ideal bot to human ratio too or something. Definitely adds to the believability and realism, especially for a FFA server.
Some great ideas peeps!