This is an attempt to enhance the capabilities of the Tribes 2 artificial intelligence system. It attempts to work
out several quirks in the game's AI implementation:
* Bots are assigned tasks randomly on a per-spawn basis.
* Bots usually end up ignoring hostiles within their line of sight (LOS), unless they linger.
* Bots ignore nearby audible explosions and projectiles crossing into their LOS altogether.
* If a bot is struck, they instantly know where the attacker is.
Taking all that, the solution that was devised was to create a commander meta-AI per team that assigned the tasks based on the necessity of a given task to be completed and greatly improve the per-bot logic to have better target engagement, weapon selection & firing logic as well as an LOS that actually works. All of this in theory should create a more challengingcomputer controlled foe that is also a bit more fair in terms of what they know and when.
Commander Behavior
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This commander would balance out the number of available bots across all known tasks using a dynamic weighting system, similar to how at the bot-level there is weighted tasks to determine what the bot will
do and when. If the base defenses have fallen, then the weight for restoring the defense and defending critical assets will rise and the AI Commander will pull bots performing auxiliary (non-essential) tasks and put them onto defending against the onslaught.