In a few words, this project is a 5v5 tactical first-person shooter eSport simulator. It's a fan project that aims to bring the experience of watching professional match, explore all the possibilities and answer the "What if?" questions.
About me, my name is Junior Batista. I am a software engineer based in the Washington DC Area. I love creating cool stuff and I like esports. Follow me on Twitter for updates on this project and other cool stuff at @juniorthedev.
The simulation engine simulates every round as follow:
During this phase teams decide what their buy strategy for the round will be, full-buy, eco, or half-buy? Will they pay for a full shield when their shield is at 49 ? Will they upgrade the weapon they picked up in the last round?
During this phase, teams decide what their defensive and offensive setup will be. Will they play aggressive or passive? Will they stack a site or play default? Their buy will affect their strategy. For instance, if they are on an eco round, they might stack a site.
During this phase the teams execute their strategy. They might rush a site, play default, or execute a split. They might also try to gather information by pushing a site or playing aggressive.
During this phase the teams react to the information they have gathered. They might rotate, play retake, or try to take control of another site. Players in mid can rotate fast to either side.
During post plant, defender will decide if they will save or go for the retake. If they decide to go for the retake, they will attempt to defuse the bomb. The attackers will try to hold the site and prevent the defuse.
All players have ratings that affects their performance. The ratings are generated based on the player's stats. Stats from international tournaments are weighted more than regional leagues and stats from outside of franchise VCT events are weighted less than regional leagues.
Aim: 0
HS: 0
CL: 0
Movement: 0
Support: 0
Aggression: 0
Every position has different behaviors and traits, duelists are most likely to fight first while controllers are more likely to fight last. Duelists and initiators are more important during the first part of a round while controllers and sentinels are more important during post-plan. Some positions do better on one side of the map than the other defensive or attacking. Only players with the Oper role will buy an will play the op.
Winning gives you more credit than losing, but losing a coupe of rounds in a row will you give a little extra money. If a player saves their weapon they won't need to spend money on their weapon on the next round. Players will not be likely to save when a round is important. Players will also not be likely to save when they have the advantage in a round. Players will also be more likely to save when they have a low amount of money.
The weapons are the same as the ones in the game. Every weapon makes different damage on body shot and headshot. Every weapon has a different price. Weapons has different reload stats, for example if you miss the first shot with an op it can leave you vunerable.