Spielerando

Which kinds of players get knocked down most, and are they usually rescued in time?

In a game where a teammate can be revived, the story is told by how often rescues succeed and how long they take. This entry shows how to count them so that people who were still down when the match ended are not mistaken for failures.

Why this works

A rescue that has not finished yet is not a failure. Only cases with a result tell you whether help came in time, so separating the open ones keeps roles that go down late in a match from looking worse. Timing is measured over saved cases only, so deaths do not slow it down.

When not to use it

Skip it in games where nobody can be revived, or where being knocked down is only a short pause. Compare roles only with the number of players per role in view, otherwise the most popular role always looks the most hurt. For a single bad rescue, watch a recording instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 41 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Which kinds of players get knocked down most, and are they usually rescued in time?" (read_entry downed-teammates-saved-or-lost-by-role) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP