@spoletta said in Feature Spotlight - Seasons:
(...)no targeting and a few other issues(...)
I'm not sure how 'no targeting' is supposed to be an issue, or what these other 'few issues' should be.
The implementation details certainly vary depending on the route you're taking (ML/GOAP/BT/state machine) and if you're directly grabbing the datastream, or if you're working on the graphical interface, but so far I haven't stumbled across any potential issues.
@spoletta said in Feature Spotlight - Seasons:
(...)This already means good chances of being PKed, but mostly means that it is very likely that one shoots a message in Discord and a GM intervenes
You can't have it both ways, you're going to have to settle for one.
If the amount of playerkilling is high enough to scare of a bot user, who can simply run their bot in the background 24/7 with no additional effort, then you're going to have scared of hundreds or even thousands of less enduring normal players who got killed over and over again.
And how would they know they are up to a bot? Just rotate though the 3-5 character slots randomly at random interval, assign them to random tasks. If anything Fractured is the perfect game to run a bot, because there's sooo much you can bot, it is so easy to get to a point where the bot can be self sustaining and there's no ways of direct communication.