"wave surfing" is necessary to beat AI-guns (statistical learning) to ensure your bots are "flattening the gun curve", to minimize the gradient, minimizing any system (be it statistical or neural-net) from learning your patterns. Extending the wave-surfing principle to a team-setting means using drones to purposefully protect your radar bots.
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Advanced single-player 1v1 dueling bots can already shoot 0.1 bullets to "protect themselves" (the 0.1 bullet travels to "block" out any bullets that are on their way to the planned destination), by using this principle. Stationing a "shield drone" to perform the job would be much much simpler.
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https://robowiki.net/wiki/Wave_Surfing
https://robowiki.net/wiki/Waves
All you gotta do is:
1. Detect the wave as the enemy shoots (Bots can't see bullets, but they can see the loss of energy from 0.1 to 3, indicating a fired shot)
2. Plan out where your bot is going to move when that wave intersects your bot.
3. Shoot a "protection bullet" along that wave, blocking any enemy bullets that would intersect with your planned location on the wave.
Alternatively, #3 could be "station your high-HP radar-free drone" to be in that area instead.
Case #1: Your enemy predicts where you are. In this case, the drone (or protection bullet) will cancel out the enemy bullet.
Case #2: Your enemy fails to predict where you are. In this case, the drone / radar-bot / 0.1 bullet will missed entirely. Since 0.1 is the minimum energy spent per shot, you will have more energy than the opponent by the end of the game, and you can kill them once they're unable to fire.
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It seems that with a good enough radar-network (such that you have 100% vision of the entirety of the enemy forces), you could accurately track all waves. Of course, enemy forces could move in such a way to try to escape your radar vision. Etc. etc.
In any case, the "meta" for the team-game is unknown and untested. There's questions like "how many radars are needed to effectively fight (probably more than 0, probably less than an all-RADAR team).
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Because 1v1 duel-bots are so good at tracking waves, the multiplayer meta almost certainly will be about finding "nodal points" and coordinating fire, so that enemies cannot avoid the mass-fire from these droid-bots.
Similarly, moving in such a way that you position your bots far away enough to minimize overlapping vulnerable zones is another point.
Alas, most "team games" are just an off the shelf Melee-bot x5 with very basic "friendly-fire" awareness. I think part of the reason is that the default rulesets (the size of maps and whatnot) are insufficient to develop a fun meta. The Robocode community must first find a good set of rules (map size, in particular) that will create a fun environment to experiment a variety of different strategies.