Hi there,
I noticed 3 things and was curious about them
A) When I start a trail from my territory, My trail start is in my territory,
Instead of next to it, Would it not be better to have the trail start outside the territory instead?
Very Random info but I feel a valid idea.
That single movement makes a massive difference.
B) Weeds, By assessing the game visualiser, if I play 4v4,
This isnt very uncommon:
There seems to be an imbalance in spawning,
My opinion is that weeds need to spawn at the same time the same distance from each players,
And that can be random for sure, But let all players get equal weed at least,
C) Again regarding weed,
When I already own territory I have seen weed spawn and theres no way to take.
Im not sure if I extend my land if I break weeds anyways,
I should have results to that test soon.
Rules states:
Weeds will also randomly spawn, and will eventually grow to a maximum size, cleaning a weed will reveal a super power-up. You clean a weed by completely encircling it, but be careful to not run into the weed, as this will cause your bot to respawn.
The issue is, if I own a territory, I cannot get rid of weed and therefor the weeds are kinda useless and immovable,
So my thoughts are that a player should be able to eradicate weeds by running into them.
If they exist in your own territory,
I might have missed something in this regard. I only finished my tests for this years challenge now.
So I feel weed needs to be relooked at,
Just feels like they are spawning unfairly, In my screenshot there were earlier weeds, and they did not expand at all, Only the ones in Quadrant 1 did.
So there’s definitely something up,
If this was already handled,
I do apologize. But did not see it discussed nor in Github. Im stress testing as a competitor, Not really looking at the engine itself