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Lost Players

Posted: 24 Aug 2007, 14:15
by mauritis
Usually, during the battle, when a player (o more) leave or the connection is lost, the game is compromised, the teams have to re-organize the work and the strategy.

Is possible to avoid this using the AI?

I mean, when somebody go away, he can choose to give everything to another player or let the AI to continue.

When the connection is lost, the AI enter automatically and sobstitute the player.

The host, in the lobby, can choose which AI use if somebody leave the game.

What do you think about?

Posted: 24 Aug 2007, 14:21
by smoth
or just give it to a gaia player that way it can just be... until we kill it...

Posted: 24 Aug 2007, 14:47
by pktm
If we implement that, it may be usefull to keep the old bahavior (.take) as alternative. Maybe a dialog would be nice, where all teamplayers could vote to take or to give it to an ai.
Tf there is no team, just give it to the ai.

Posted: 24 Aug 2007, 15:28
by Erom
Taking over a half built base is a pretty difficult task for an AI. I know the Starcraft and WC2 AI's didn't handle it very well. Are any of our AI's up to it? Possibly. Are any of them up to it for an arbitrary mod? If so, I'm impressed. But I doubt it.

Posted: 24 Aug 2007, 15:31
by AF
Players can easily handle it.

The rason they dotn is because in their mind si a commentary tellign them they cant handle it, so they see it as mroe complicated than ti really is.

And tbh there base would get to that size anyway wether they used .take or if they built it themselves. You dont see people who build big bases complaining their too big and asking for a restart do you?

Many a tiem I've seen an ally in a 2v2 take their allies base with .take and win a 1v2. Ive done it myself.

Posted: 24 Aug 2007, 15:42
by Pxtl
The main reason it was nasty traditionally was the bugs in the share-system. Stuff like "factory is full of hundreds of orders that I have to manually clear before it can start building again". The whole "stop all units on share" thing that stemmed from the simple misfeature of allowing players to give units to enemies, and made receiving a fully-built base a huge pain since you had a LOT of work to get it up and running.

Posted: 24 Aug 2007, 18:40
by pintle
.taking is a godsend imo.

Focus the whole economy on what you were going as one player, and get the second commander to the front as he is pretty much disposable.

Posted: 24 Aug 2007, 19:15
by Hellspawn
.take is best

Leave it to player who can handle it :P.

Posted: 24 Aug 2007, 19:44
by lurker
Hellspawn wrote:.take is best

Leave it to player who can handle it .
Does that mean you like it that the whole base collapses not when the player drops out, but when a .take is issued? Even the mexes turn off...

Posted: 24 Aug 2007, 20:23
by Hellspawn
lurker wrote:
Hellspawn wrote:.take is best

Leave it to player who can handle it .
Does that mean you like it that the whole base collapses not when the player drops out, but when a .take is issued? Even the mexes turn off...
Well I would prefer it wouldn't (except for metal makers).

Although you can still turn everything on in a minute.... Unless things changed while I was gone.

Posted: 24 Aug 2007, 22:52
by manored
The AI sucks too badly to take someone's place in a team game...

Personnaly I hate taking. I am perfectionist in some aspects (strategy games are one of then), and so my base grows the whole game under a preset organization, and I dont know how to handle bases that growed in a diferent way... :)

Posted: 25 Aug 2007, 05:19
by Lolsquad_Steven
):'(|)

Posted: 25 Aug 2007, 08:13
by hunterw
i love it when players leave cause i can jack all their sweet sweet econ

Posted: 25 Aug 2007, 11:12
by REVENGE
hunterw wrote:i love it when players leave cause i can jack all their sweet sweet econ
Or all their nanostall. :wink:

Posted: 25 Aug 2007, 11:50
by YokoZar
Things should not switch on or off when taken.

However, helper AIs should be removed when they're not present, to prevent a crash.

Posted: 25 Aug 2007, 18:39
by manored
YokoZar wrote:Things should not switch on or off when taken.

However, helper AIs should be removed when they're not present, to prevent a crash.
They do to keep you from giving it to enemy and gain some sort of advantage with it. For example: before there was mm lua, if things didnt turned off you could give loads of mm to the enemy winhout he noticing and then attack him during the e stall...

Posted: 26 Aug 2007, 06:21
by Saktoth
I love it when people drop. Two economies for the win. If i really have troubles, i just turn all their production off (So i dont have to deal with their crappy base design- maybe even reclaim their facs), porc their side and push on my side. Its usually enough to win.

An AI wont do nearly as well as a decent player with two econs.

Posted: 26 Aug 2007, 21:07
by YokoZar
manored wrote:
YokoZar wrote:Things should not switch on or off when taken.

However, helper AIs should be removed when they're not present, to prevent a crash.
They do to keep you from giving it to enemy and gain some sort of advantage with it. For example: before there was mm lua, if things didnt turned off you could give loads of mm to the enemy winhout he noticing and then attack him during the e stall...
Giving to the enemy is disabled without cheats now, though.

Although, for some reason the "give all" menu command when you hit escape still works.

Regardless, giving to an ally shouldn't turn it off. And taking especially shouldn't turn it off.

Posted: 26 Aug 2007, 22:51
by manored
YokoZar wrote:Regardless, giving to an ally shouldn't turn it off. And taking especially shouldn't turn it off.
True :)