Designing Target Motion
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Motion is the single biggest design decision in a scenario. Target size changes how hard a shot is. Motion changes which skill the shot belongs to.
- Readable and unreadable train different things. Pick one on purpose.1
- A learnable path becomes recall. That is useful, and it is not reading.1
- Mixed behavior costs comparability. Weighted evenly, a run's difficulty is luck.
- Travel time is motion too. A projectile has to be led. Hitscan does not.
Readable against unreadable¶
A fixed path can be learned. Run the same route enough times and you stop reacting to it. You recall it, and your crosshair leads the target because you know where it goes.
A reacting target is not predictable enough to track by anticipation alone. It responds to your movement, so you have to read it as it happens.1
Both are worth training. The failure is building one and believing you built the other, which is what happens when a path is nearly repeatable.
A half-predictable target teaches guessing. Guessing works until the pattern shifts, and then it fails all at once.1
Deciding how much the target notices you¶
Whether a target reacts is a design choice with a setting behind it: Waypoint Logic decides how much attention a bot pays to the route it was given.2
| If you want | Choose |
|---|---|
| A route the target repeats, ignoring you entirely | Seek Waypoint2 |
| A route it abandons the moment it finds you | Seek Combat2 |
| A route it walks while tracking you | Seek Target2 |
| No route at all, just dodging | Ignore2 |
Seek Waypoint is the setting for a repeatable tracking drill. Seek Combat turns the same map into a scenario about the moment contact happens.
Mixed behavior costs you comparability¶
A bot can carry several dodge profiles, each with a weighting.3 That is how a target mostly does one thing and occasionally does another.
Weight it heavily and runs stay comparable, because nearly every rep is the same rep. Weight it evenly and which drill you got is decided after you pressed play.
Neither is wrong, but only one of them gives you a score you can read across sessions.
Travel time is part of the motion¶
A projectile weapon turns every shot into a lead. Where the target will be matters more than where it is, and that is a different skill from putting a crosshair on a thing.
Match this to the game you play. Training leads for a hitscan game adds a skill you never use. Training hitscan for a projectile game leaves out the one that decides fights.
Common mistakes¶
- Building a path you meant to be unpredictable, then learning it within a week.
- Stacking dodge profiles at similar weights then not knowing why scores vary so widely.
- Setting an elaborate route and leaving Waypoint Logic on Ignore, so nothing follows it.2
- Training projectile leads for a game where every gun is hitscan.
In practice¶
Decide first whether the target should be readable. A tracking drill usually wants a repeatable path. A reaction drill wants one you cannot anticipate.
Do this next. Open a tracking scenario you play, find its dodge profile, and set Waypoint Logic to Seek Waypoint so the target stops reacting to you.
Related¶
- Designing Around a Weakness: picking the demand this motion is supposed to create.
- Where Each Setting Lives: the profile and tab each of these choices is set on.
- Tracking: the category motion design affects most.
- Bot Profile
- Dodge Profile