some times it took a while to the bot to start doing something interesting. if I put just two bots against the player and they don't attack or move it would be very frustrating to some players. in the short time I tested the settings, this one worked the best. since out of 7 enemies the probability of one being a shooting maniac would be higher. but I
as I said, I encourage agressiveness but I took away points if they hit a fellow bot, so just shoot isn't enough
A midway solution that could work nicely would be to have obstacles to hide behind. Even something as simple as a ]-[ would do wonders.
(It could mess up the training though as that would require the concept of obstruction...)
These are just my feedback for possible improvements, I need to say this looks quite impressive and definitely more complex than anything I have done to date.
In a few runs I just played the game quickly ended as there were too many bots shooting randomly.
A couple of variations in increasing level of expected difficulty to implement would be:
- Heal the player after each turn (you propose 15%, I would say 100%)
- Do not increase the number of bots until much later rounds. We want to see smart bots, not monkeys and typewriters.
- Give the player more health/bullet resistance
- Give the player 3-4 seconds at the beginning to move away from the random starting location
- Give the player an immunity cooldown after each hit so that each round lasts at least a few seconds