Well, that would be a part of it. Among other things, there are also the Score Board and the team display in the lobby.
While it may not seem obvious to a human, the question ‘where to put which player?’ in all those screens is something that would need changes on a deeper code level than just putting out text notifications in chat.
Well, the game does. At least, that’s how it’s built.
While you’re making a good point from a player’s perspective, the game itself cannot deal with uncertainty, being a system of modular processes. It needs hard numbers.
If you read my post again, you will notice I didn’t say anything about developing new AI, let alone some kind of next-gen AI.
All I said was, that for the time being, bots only seem to spring into action in they’re deemed needed (by the game). They will (try to) defend their own sentries. They will even follow in advancing to the mid, if human players decide to push.
They are however so much balanced along the lines of ‘helping’ the players that most of the time they don’t actually help the team.
Prime example: Thralls. Bots will attack Thrall Camps but wait with capturing until a human player enters the immediate vicinity. This was clearly designed to allow the human players to profit from capture experience and keep the control over which thralls are captured when in the hands of players. While working ‘as intended’ in that regard, it’s actually detrimental to the gamestate in most cases and would have to be changed for drop-in bots in Public matches.
Also, if the human player’s ‘power level’ (for a lack of a better word) exceeds a certain point, the bots fall back and slack around at the base. So, basically this seems to be their default defensive directive (be at/near own sentry, build any turrets left and stand guard).
To even consider using the Bots as ‘fillers’ for dropped teammates, this default behaviour would need to be re-balanced based on character (e.g. Miko’s default behaviour should be
[‘move to where most teammates are’ / ‘heal injured teammates’ / ‘use slow/stun on enemy battleborn’],
whereas Pendles’ should look something like this
[‘move behind enemy lines’ / ‘focus turrets if allied wave/thralls are past the middle’ / ‘engage enemy battleborn with >20% HP’]).
I hope this dispels any misconceptions about my prior posts.
Anyway, with all that being said, I still see drop-in bots as the most realistic option to replace a quitter.