Rejoin Feature for Disconnected Players with Bot Replacement
- Players who disconnect mid-match can rejoin the same match within a 5-minute window (or match duration, whichever is shorter).
- Upon leaving, their character slot is filled by a bot tailored to their skill level (Tier-based system below).
- If the player returns, they replace the bot and resume where they left off.
- Bots will be assigned a mimic profile for the player who disconnected.
After ~4 cumulative hours of playtime, the system begins recording:
- Player movement tendencies.
- Aim patterns.
- Reaction time.
- Preferred weapons.
Bot mimics use stored data to emulate basic playstyle traits.
No XP, progression, or rewards granted to bots.
Tier System:
- Bots are ranked from Tier 7 (lowest) to Tier S/0 (highest).
- Each Tier reflects coordination, tracking accuracy, and strategic behavior.
| Tier | Probability | Roll Pool (Bots/Day) |
|---|---|---|
| Tier 7 | 50.00% | 400,000 |
| Tier 6 | 25.00% | 200,000 |
| Tier 5 | 12.50% | 100,000 |
| Tier 4 | 6.25% | 50,000 |
| Tier 3 | 3.13% | 25,000 |
| Tier 2 | 1.56% | 12,500 |
| Tier 1 | 0.78% | 6,250 |
| Tier S | 0.39% | 3,125 |
Behavior per Tier:
- Tier 7–4: Basic bot navigation, limited tracking, low-level aim.
- Tier 3–1: Tactical movement, portal use, team callouts, aim correction.
- Tier S: High reaction AI, strategic flanking, advanced aim prediction, adaptive play.
- One dedicated AI squad spawns per match.
- Each bot randomly assigned a Tier using the table above.
Coordination:
- Full squad-level awareness.
- Shared enemy positions.
- Cover-based movement and pincer flanks.
Note: Only one full bot squad spawns per Battle Royale match to avoid skewing balance.
Collision System:
- If two players melee at the same time, weapons briefly clash.
- Both are staggered and pushed back.
Pistol Buff (in melee range):
- Light weapons (e.g., pistols) deal slightly more knockback or close-quarters damage.
Block Mechanic:
- New keybind (e.g., Q or mouse button) allows a brief, stamina-less melee block.
- Deflects 1 melee attack within 0.3s of activation.
- Block cooldown: 4 seconds.
Instead of a small localized explosion, if the firecracker is not disarmed in time:
- It triggers a massive detonation that instantly eliminates all players within a wide radius.
- Explosion ends the match.
UI Suggestion:
- Shrink or reposition firecracker progress meter for less screen clutter.
When it detects a drop leading not moving at the end of where they kicked off it will turn them around to prevent them from going out of bounds and a invisible wall should be setup to help make it so no ones crosses. From olivecrow/OliveFrog317287
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Split Suggestions
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