Poll

What do you think of it?

Awesome idea! I love it!
13 (39.4%)
Its pretty good, but needs tweaking.
11 (33.3%)
Not bad, but needs some changes.
2 (6.1%)
Bad idea, it'll need heavy modifications to work.
0 (0%)
You should be shot for coming up with this trash.
7 (21.2%)

Total Members Voted: 31

Voting closed: May 31, 2007, 03:28:29 am

Author Topic: Sentinel Robots  (Read 53114 times)

techhead

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Sentinel Robots
« on: May 28, 2007, 06:24:19 pm »
After yelling at people about stupid mods since this forum got created, I'm finally going to tell you about my stupid mod.

Sentinel Robots
A sentinel robot factory is optionally placed somewhere on the map using layout. It may be included with pre-set defenses, but also are not compulsory. It churns out a (Very) stupid little AI robot or two every minute or so.

These robots randomly wander around the maps like idiots looking for stuff to indiscriminately kill. The more damage they do to players and buildings, more and better the robots are produced by the factory.

If the factory is destroyed, so are any defenses. The factory itself is fairly tough but the robots are initially extremely weak. However, they may prove a serious threat in numbers.

They are provided with hit-scan weapons as so not to make more complications with the AI coding. Better robots simply are larger, faster, or have more Hit-points. Defenses are similar to turrets, but possibly send suicide drones (Think hives with splash damage)

Frequently Asked Questions

Q; Why aren't they a third team?
A: For coding, balance, and logistical reasons, they will not be player controlled, see my post below.

Q: Why cant they build?
A: They cannot build because they are AI controled. All their structures must be pre-placed using layout, otherwise they will be omitted from the map.

Q: Wont they unbalance the game?
A: Ideally no. They are obstacles placed in the map to make the game more interesting. If ignored, they may prove a serious threat but could easily be dealt with early on. They are unbiased, and they will shoot anything they find, Human or Alien. They also may be baited towards the other team by more cunning players.

Q: Wont they steal kills or feed?
A: They will not steal kills, any droid-kill counts as killed by environment. They will not feed towards stages, as large numbers may be easy stage-kills if handled properly. More advanced robot may could towards credits, though.
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Warrior

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Sentinel Robots
« Reply #1 on: May 28, 2007, 06:44:32 pm »
Tremulous is good without bots.

Will they be called UnnamedPlayers due to their behavior? Or will they be frag stealers?

Luker

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Sentinel Robots
« Reply #2 on: May 28, 2007, 06:57:35 pm »
here is what i like and dislike of your idea:
like:
-robot idea (lol)

dislike:
-robots go around map. they should stay near factory. or near computer, that controls them.
-"the more damage, the better" idea. let's keep them evolving with stages. if not, stages would become less relevant, and we could have a stage 1 team with a super-ultra-mega-duper-unkillable robot. (lol)
-defence that depends on factory. it's stupid. We shouldn't even need factory.
we could let an advanced-builder build them... so you have energy-dependent robots. they could be used instead of turrets. and builders could decide if they should go around in a small or larger area (still inside computer range)

my version of this:
-robot are good idea, BUT:
-there should be 2 types of robot: the first comes at s2, the second at s3.
-they should be controlled by computer. no computer and they are useless.
-they are build by advanced-builders.
-robot-kills are not conuted for stages.
-costs:first robot: no more hit-points than turrets, 1 energy-point more than turrets needed . The second has no more hit-point than teslas, 1 more energy-point needed, comes at s3.

the a.i. won't be a real problem, since you just need to copy the turret/teslas a.i., plus a movement towards the nearer, most powerful alien.

Luker

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Sentinel Robots
« Reply #3 on: May 28, 2007, 07:01:11 pm »
that needs to be balanced for aliens however...
lets say... i don't know...

stupid little aliens that go around the base and if a human is found, they shoot acid/spike-balls??

or...
boost is always on near base, needs to be touched to get poison outside, and nothing is immune?

David

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Sentinel Robots
« Reply #4 on: May 28, 2007, 07:05:09 pm »
If you read the original post, the bot would kill both aliens and humans, and be a 3rd team or annoyances.
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Risujin

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Sentinel Robots
« Reply #5 on: May 28, 2007, 07:36:03 pm »
Sleek, Gate and others have promised to bring us the botlib back but haven't managed it (its going to be a lot of headaches to do it). As for "stupid bots", vcxzet worked out something he called a "lamebot" which could be useful here. It even uses the client-side bot support to render it as a player.

Evlesoa

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Sentinel Robots
« Reply #6 on: May 28, 2007, 07:45:55 pm »
This would be unbalanced...

1. Humans @ S2 get pulse rifle, flamer, helmet

2. Aliens get Adv. Marauder (25 hp difference from the original), and adv. basilisk (25 hp difference)

Now where it gets uneven, is the fact that dragoons are over powered at S1 by a bit, and at S2, no one would take a weaker alien, because all of them do less damage, have less hp, but can move faster than dragoon (assuming you don't pounce all over)

Having robots would make it impossible, because the damage of a pulse rifle is something like 6-7 a hit, and it shoots @ about the speed of a rifle... thats easily 250 damage done in about 2.5-3 seconds

Having robots would unbalance it where the aliens would be way useless, and unable to get through the defences of the stupid robots

In order to even that out, you would have to have a poison creep (just some dark spots all over like dots, that have tentacle sorta thing at the end... ex; Dynamic Creep that poisons

OR...

Have little granger-like bugs that run out and blow up in faces of people...
Either way, it would be unbalanced as factories don't belong there or the little bugs. Perhaps a droid that supplies for humans, and harikari bugs that would work for both teams. Or a weak droid that is like the starwars one, which shoots a small pulse-like beam, but with the damage of 2x the lasgun

techhead

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Sentinel Robots
« Reply #7 on: May 28, 2007, 08:02:56 pm »
I seem not to have made my self clear.

THEY ARE NOT AFFILIATED WITH EITHER TEAM
That is why they will shoot anything they find, Human or Alien.
That is why all their structures must be placed using layout.
That is why a constant stream of them will not count as players.
That is why they would ideally not unbalance the game towards humans or aliens.
That is why they will not steal kills, any droid-kill counts as killed by environment.

David & Risujin got the idea, the rest of you didn't.
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Shadowgandor

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Sentinel Robots
« Reply #8 on: May 28, 2007, 08:18:43 pm »
i like the idea, do you think you could make it?

Luker

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Sentinel Robots
« Reply #9 on: May 28, 2007, 08:20:47 pm »
sry, i didn't understand it was a 3rd team.

if the 3rd team is just this, bots, then i just don't like it.

Evlesoa

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Sentinel Robots
« Reply #10 on: May 28, 2007, 10:24:53 pm »
It DOESNT matter for WHICH team it is for...

Let me put something for ya...

THERE WILL BE NO THIRD RACE WITH ROBOTS

Basically thats what you are doing... WHAT is the POINT? to get FREE kills??

JumpHaround

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Sentinel Robots
« Reply #11 on: May 28, 2007, 11:44:18 pm »
I like the idea... But I suppose if Evlesoa condemns it, we will never have it.

Evlesoa

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Sentinel Robots
« Reply #12 on: May 28, 2007, 11:50:50 pm »
I like the idea too... its the fact that no one is gonna make these bots, and if anyone DOES, it will take ages...

and it will make the game play different... very different

PFB

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Sentinel Robots
« Reply #13 on: May 28, 2007, 11:54:35 pm »
I want homobots

Evlesoa

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Sentinel Robots
« Reply #14 on: May 29, 2007, 12:00:35 am »
Perfect example of a Homo-Bot... it cannot see, but it has an excellent sense of smell, it smells people out, then it sticks it's head up their ass and starts to eat their colon. This might feel good cuz u got ur prostate there, so it might tickle and make u happy... perfect for you! Go and make it, remember it walks on legs, and sometimes trips on the floor, but it figures it out in the end! NOTE: ITS INCREDIBLY STUPID (The bot is not intelligent)


whitebear

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Sentinel Robots
« Reply #15 on: May 29, 2007, 01:34:54 am »
Why don't you make multiple difrent factories that produce difrent kind of creatures. Basicly one for each human weapon that your bots can handel. Each factory same model but bit difrent texture. Small stamp on bots and factories that indicates what type they are. Human weapon icons? Could we possibly get a version where we get to see the green suicide jelly creatures from halo. They are so cute. Although it must be hard to get them crawl on walls but that does not realy matter.

Evlesoa

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Sentinel Robots
« Reply #16 on: May 29, 2007, 01:41:34 am »
Yes because they float in air, and each time they get near a wall, they float up...

whitebear

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Sentinel Robots
« Reply #17 on: May 29, 2007, 01:45:51 am »
Evlesoa... Sentinel does not mean floating moving turret with ai. It means ai controlled robot. It could basicly be just a turret, spider like robot or robot that floats. It does not even have to be armed. Its still called sentinel.

Evlesoa

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Sentinel Robots
« Reply #18 on: May 29, 2007, 02:12:56 am »
yeah thats what im saying... some flying robot thing... thats all

A sentinel usually refers to a sentry or border guard, sometimes a statue that guards a particular place, person or item, as well as an Honour guard.

Taken from: http://en.wikipedia.org/wiki/The_Sentinel

In other words... its safe to assume its armed

Matt2k10

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Sentinel Robots
« Reply #19 on: May 29, 2007, 02:22:00 am »
I love this idea. Good luck with it. I will definitely play it.

BTW, they should taunt constantly and use random taunts from both teams. Lol :D

E-Mxp

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Re: Sentinel Robots
« Reply #20 on: May 29, 2007, 02:10:18 pm »
Quote from: "techhead"
Sentinel Robots
You mean like a auto-defense system or so. Like area 51 should have.

If so: Cool!! :D Illd play that mod!! LOL

If not: Robots??!!!!! Cool!! :D

doomagent13

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Sentinel Robots
« Reply #21 on: May 29, 2007, 02:39:46 pm »
If some one makes the models, then this will be 99.9% complete, even counting the bot code. :D

Rather than making them bots, why not just make them the mythical 3rd team?  Then the completed models would make this 100.1% complete. :D

Either way, this sounds like fun.

Sentinel

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Sentinel Robots
« Reply #22 on: May 29, 2007, 07:04:30 pm »
:eek:

PFB

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Sentinel Robots
« Reply #23 on: May 29, 2007, 07:10:42 pm »
Quote from: "Sentinel"
:eek:

haha

techhead

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Sentinel Robots
« Reply #24 on: May 29, 2007, 08:08:53 pm »
They are not a pure third team because of threereasons.
1. They would need to be balanced as player-controlled. Three way balance would either be a delicate equilibrium or Rock-Paper-Scisors.
2. Logistical problem with having 3 teams. What happens to the players when one team loses? What happens if two teams decide to cooperate? &c.
3. My idea was envisioned as "Horde-bots." Think Cybernetic Zerglings. Think Replicators. Possibly more droids at once than either of the other teams individually.
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Plague Bringer

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Sentinel Robots
« Reply #25 on: May 29, 2007, 08:29:05 pm »
One thing I think a bunch of idiots, read Evlesoa, needs to understand is that the bots do not give players kills. Nor can players join this team. The "team" isn't really even a team, it's a group of AI sentinels (That look like the Halo sentinels? That's the image I'm getting) that reandomly roam the map grabbing kills for their next stage. Again, no human players can join that team, nor will the bots give kills towards the next stage.

Oh, and Evlesoa, stop flaming.
U R A Q T

techhead

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Sentinel Robots
« Reply #26 on: May 31, 2007, 03:17:08 am »
Maybe I should add a poll.
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_Equilibrium_

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Sentinel Robots
« Reply #27 on: May 31, 2007, 03:34:54 am »
x-men sentinals pls

kozak6

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Sentinel Robots
« Reply #28 on: May 31, 2007, 05:07:26 am »
This sounds like it potentially could make things very interesting.  Ah, to make ATCS fresh again...

Will the bots move along the ground or fly?

I am rather curious about how you plan to balance them.

Since they have hitscan weapons, they have the potential to make things extremely frustrating for those poor little dretchies  :dretch:  and possibly other lower class bugs as well.

And then, the humans have extraordinarily long ranged weapons too.

It could also be quite interesting to create an alien version of this, and allow each side to build a robot/critter factory as a construction.

player1

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« Reply #29 on: May 31, 2007, 05:40:19 am »
@OP: I like the idea

-little/weak robots should be dretchable
-and should kill naked humans easily

-also, maybe some different weapons than the Tremulous Human weapons?
-bring back Quake super-shotgun/nailgun/railgun/nadelauncher?
-(OR Unreal blaster/crystalgun/shockrifle/flakcannon?)

You could have four stages of Robots (both playerteams at S1, S2, S3, or SD):

Shotgunbot - guard Factory, hunt players: has four-barrelled gatling shotgun, slow reload, low hit points (50?), very dumb, slow movement, cannot wallwalk, small explosion when killed (like 1/2 as much as a turret exploding), turns if it bumps into something, susceptible to ground headbite & regular headshot, three-minute charge, 30 second recharge, 15 second re-equip, defenseless when out of ammo, player gets healthboost (25%) for destroying more than two within own build line (power/creep) in one spawning/one minute (Stage 1) new shotgunbot every three minutes (robots initially equal to total number of players on both teams; e.g., a 5v5 would have ten bots with a new one every three minutes), size of crouching Human/Granger

Nailgunbot - hunt players, escort Repairbots: has nailgun, medium reload, medium low hit points (75?), smarter, quicker, cannot wallwalk, medium explosion when destroyed (like a turret exploding), turns if it bumps into something, susceptible to helmeted headshot, dretch anklebite does 70 damage to nailgunbot, 5 minute charge, 45 second recharge, 30 second re-equip, chainsaws/sawblades when out of ammo, player gets speedburst for destroying more than four within own build line in one spawning/two minutes (Stage 2) new nailgunbot every two minutes, size of crouching Human/Basilisk

Railgunbot - hunt players, escort Powerbots: has railgun, long reload, medium high hit points (100?), not too smart, can wallwalk?, wallwalks if it bumps into something, toggles wallwalk off randomly, mild radiation when destroyed, looks/acts like Deus Ex spiderbot, likes to snipe?, can be dretched/basi'd (just like a turret in that respect), also has blindspot above & behind, 7 minute charge, 1 minute recharge, 45 second re-equip, can overheat and explode causing massive radiation damage, radioactive when out of ammo, player gets teleported back to own base for destroying more than six in one spawning/three minutes (Stage 3) new railgunbot every minute, size of crouching Human/Marauder

Nadebot - hunt players, follow wounded enemies: has nadelauncher, very long reload, high hit points (150?), not too smart, chases players, cannot wallwalk, large explosion (like a nade) and radiation if destroyed, battlesuit level of head armor (except for one tiny dretchable weak spot), 9 minute charge, 3 minute recharge, 1 minute re-equip, hot as turret slag when out of ammo, player gets teleported (& gets 10 second stillshield) to random location for destroying more than eight in one spawning/four minutes (Sudden Death) new nadebot every thirty seconds (you should have destroyed the Robot Factory a long time ago), size of battlesuited Human/Dragoon (can't fit in every vent, only some)

All bots have limited ammo (say, the default pickup Q3a value for that particular weapon) and lifespan (as above, three to nine minutes), after which they must return to their Factory to recharge and re-equip. They will begin heading back one minute before they are out of charge, and will stop in their tracks when they are out of juice. The recharge would take some time, and the re-equip would be loading up ammo. They would have to return to the Robot Factory to recharge their powercells whether they had used up all their ammo or not, and will visit the Ammo Station whether they have expended any ammo or not.

At Stage Two, the Robot Factory will send out Repairbots, (Shotgunbot-sized Robots without weapons) to repair the unmoving but undestroyed bots and give them a field charge which is only good enough to get them back to the Factory, where they must recharge and re-equip before returning to the field.

At Stage Three the Robot Factory will send out Powerbots, (Nailgunbot-sized Robots without weapons) which will re-enable all unpowered bots within their range, and home in on them, to provide a field recharge and a field re-equip for Railgunbots.

At Sudden Death the Robot Factory retools any remaining Powerbots into Ammobots which can provide a field re-equip for Nadebots, and which have a huge explosive animation if destroyed (like three nades in succession, bl-bla-blammm!!!).

Both Repairbots and Powerbots would be relatively unprotected, except that Powerbots would have an electric shock like the Reactor/Adv Mara and be escorted by Railgunbots, and Repairbots, while essentially defenseless, would be escorted by Nailgunbots. After Stage 1 the Robot Factory will defend itself, and spawn new Robots whose first directive is to hunt players (or fix other Robots). Ammobots are entirely defenseless, and will thus be blowing up all over the place. :P

At the stage changeover for Robot Factory retooling, all bots would have to return to the facility by the end of the retooling period, or they would cease functioning until reactivated by a Repairbot or Powerbot. (Too complicated?).  

Of course the server would slow down if it had to render all of these actions (you might have to reduce playerslots to make up for the visual lag of all these AI bots and their weapon effects). During their trip back to their Factory (and I like whitebear's idea of making each successively better Robot have a new and discrete origin, but wouldn't maps get crowded?; maybe they should just upgrade the Robot Factory like the OP said), the bots would either be defenseless, or maybe have chainsaws or be hot or radioactive from expending so much ammo so rapidly.

Almost last point: although the Robot team's kills don't count for the Humans or Aliens, they do count for the Robot Team, right (is that how they stage up, or would it be time-based, or possibly based on when both playerteams stage up)? What if a Human or Alien kills a Robot? I know it doesn't count toward stage-up, but how is it recorded? And can the Robots annihilate a playerteam? Can the Robots knock one or both client-controlled teams out of the game and win?

One more thing: Robots go into Factory for recharge/re-equip? OR remain outside and somewhat vulnerable? Small Aliens can enter S1 Robot Factory or crouching Humans (original Shotgunbots are about half as tall as a standing Human). Factory has defenses one stage weaker than robots it produces (initially defenseless, then has Super-Shotgun Turrets, then Nailgun Turrets, then Railgun Turrets). Factory shuts down for retooling at stage-change (first 30 seconds, then 45, then 1 minute). Factory begins producing Robots as players join teams (default set at one Shotgunbot per player). Robots which survive any Stage must return to factory at stage change for retool. New Robots produced at an accelerating rate (one every 3 minutes in Stage 1, down to one every 30 seconds in SD).

Also, both playerteams want to destroy the Robots and their Factory as early as possible, when they are weak, thier factory is defenseless, and the enemy gets little benefit from destroying them.

Lastly, how big would it be, and in all of the default maps, tell me where the original Robot Factory default location would be. Like as big as an Armoury to start, and as big as a Reactor by the end? And on, say ATCS, where would it go at mapstart? In/on the central building? Where in the other default (and popular) maps? List, if you please, sir. :P

Oh, another thing. Robots stage up automatically when weaker team stages up (so if Humans reach S2 first, Robots would stage up when Aliens achieve S2), with this exception: Robots can advance to the next stage for getting twice as many kills as it would take a playerteam to achieve the next stage. If it would take the Humans or Aliens twenty kills to get from s1 to s2, the Robots would have to get forty kills to go from Shotgunbots to Nailgunbots. Any forty player kills, regardless of which team feeds them more.

Fun idea.

Thanks for letting me warp it out of all proportion to what you originally intended. Cheers!

Oh, and... the Robots are the creation of a rival interglobal corporate cadre/cabal which put all of its money into robotics for space-mining instead of clone-marines doing blackops wetwork for private interests in the nearspatial realm. They're using the war between the Humans and the Aliens to establish a cyber-hegemony of Robots, with Nadebots as their ultimate expression of technology.

Or you could have them using Unreal-type mining tools instead of Doom weapons (sacrilege!), like the U1 silly blaster or that crazy "machine gun that shoots crystal shards" or the shockrifle or flakcannon: Blasterbot (a security guard/nightwatchman kind of Krazy Kopbot); Minerbot, with the U1 "machinegun"; Shockbot, a wallwalker with a lightning gun (another security device); and Flakbot, the ultimate guarddog.

Possible mod names: QuadshotBotkiller, RoboHunter, Cyb3r514y3rz, Abandoned Space Mines and the Robotic Killing Machines Who Dwell There: The Dark Cadre Initiative or maybe just Robot Factory (my favorite)

kthx again
enjoy