gcsim icon indicating copy to clipboard operation
gcsim copied to clipboard

Framework for Griefing Clean Rotations

Open Tsym-or-Tysm opened this issue 3 years ago • 0 comments

These two things came to mind while looking at the new Abyss and thought I'd jot this down. This is for the VERY long term though.

It may be useful as a measure of how robust team rotations are to see how they fare if they get interrupted at some point in the rotation. The two main points that I could think of on this front are:

  • Creating an enemy module that implements enemy-specific behavior. The two main behaviors that I'm thinking of right are making the enemy invincible or untargetable for a period of time. The idea is that setting the target to Maguu Kenki would result in him becoming invincible during his stance change or something once he passes a certain HP threshold, and setting the target to the Wolves would result in them becoming randomly untargetable for a second or so here and there.
    • The framework should be robust enough to support other random enemy behavior. Stretch goals include enemy resistance changes (e.g., Primo Geovishap, Wolves, etc.).
  • Creating a separate set of configuration options related to adding random forced character inactivity for X frames. This is meant to emulate things like getting hit and knocked back, or dodging an enemy attack. I'm still not sure whether this works best as a sub-part of the enemy module or as its own standalone piece. Can think about it more whenever we get there.

Tsym-or-Tysm avatar Dec 03 '21 05:12 Tsym-or-Tysm