Stock game do this by default.
Default pattern is Freelance -> Attack -> Defense -> Freelence -> ...
Start state is Freelance. Bot get next state.
When order set, Freelance replace to attack.
So by default for each 3 bots 1 attack, 1 defense and 1 attack again. After pattern repeat.
If future state of bot is Freelance or Attack and there no set Follow players, then it search player and set follow to him.
If no players, it can set follow to some bot with some probability.
This is why I set defense instead of attack back. Players rare play in defense.
So if there 4 vs 4. 3 bots attack. one defend.
OFC it can be altered but I not see point. Current assign is good enough.
Mutator mostly caused by simple facts:
1. If player strong it move fast, chaotic, not wait bot, and bot all time run on map try reach it. Zero effectiveness.
2. If player weak or messing around, bot able reach and do nothing.
Both case make team very weak.
For example 4 vs 4 turn into 3(2) vs 4.
So you can start loose just because of "missing" one bot.
In first case it can be less noticeable. In second - very noticeable.
If joined player not really play or too weak, he replace by self average bot (-1) and take to self follower for self (-1), so this lead to -2 for team and big negative impact.
With this mutator, bot goes to defense, which allow player focus on attack, and teams less unbalanced, even if player weak.