

When cornered they whether decide to choke fire by maintaining a distance, escape to heal or engage in closer recklessly depending on the environment.

In combat, they may change target upon proximity, new attacker or at the sight of a weakened foe or their previous killer. Their aggression and self-preservation shows difference between each other like traits and sometimes with difficulty. As fuzzy logic can decide to choose one between two items which have equal priority values, or settle down for what's nearby for recovery in a dynamical environment. Their item or weapon priorities are only given by their random acts of "fuzzy logic" but their scripted skills are core to their gameflow. Bots can get around obstacles, and can work on short term or long term oriented goals like survival, scoring or playing for team objective under a lead.īot Artificial Intelligence and their new awareness system (Area Awareness System) is invented by Mr.Elusive as he coded bots for the previous installments as well. With each difficulty scale they lose their health-damage output handicap, also gain better overall skill and environmental awareness within' it. Their movement skills and aim techniques also show differences and scale between difficulty levels on sharpness.

They all have varying tastes at targeting items, accuracy ratio and reaction times in fight. Those marked with 'AL', are Arena Lords.Īll the bots are computer controlled players which scripted to react diversely at different situations. This is the page on the default bots of Quake III Arena. Once the player defeats the sixth tier, they will then face the lord of Arena Eternal in the Final Tier. Tier 0 is a tutorial where the player gets used to the game whilst fighting the introductional weakest bot in the game.

There is a 0th and 7th Tier either side of the six. In Quake III Arena, the player must go through Arena Eternal, defeating the six tiers made up of five bots each.
