I didn't say anything about a foolproof AI (it's that "all or nothing" you have).
Only a foolproof AI is one where all "exploits" do not exist, you specifically said at first that this was only one example of many you could list "That is just the easiest to understand example I can think of".
You also first said "The zombie AI does not adapt to the players constructs or methods .... ". Simple randomization of behaviour is not **adapting** to the players constructs, not as I understand that word.
But I'm fine with saying I misunderstood you.
Also, I don't look down on the current AI (that's your strawman on what I'm trying to do)
I guess some lore on what the blood moon really is would be helpful, but missing that...
As zombie vision should be very poor to non-existent (it's the first sense that goes when people are dying) some zombies might go to the new bridge if its close. Most would become enraged and attack the first bridge area for a while. The blood moon might be goading (and/or guiding) the primitive "lizard brain" of the zombies to attack certain areas.
If the Blood Moon is an Intelligence that's trying to kill the player, the zombies might dig under the building as well. But it's a game, so FUN must always win.
SO, with each bridge switch fewer and fewer zombies would go and just rage attack the walls.
I'm not sure, but when I implemented such a two-bridge thingy only part of the zombies came over to the other side. Maybe I was just misconstructing the bridges but I assumed this randomization was already in place in A20. That is why I thought you wanted that behaviour completely blocked.
I am fine with any randomization as long as it doesn't invalidate the exploit in general. Because for me those are not exploits but the hooks the player can use to make more efficient base designs, i.e. one way of beating the game by intelligent construction.
Late game most people have literal tons of ammo. I always thought BM hordes were to sink some of the extra ammo away from the players.
Thats a balance issue between giving newbies enough ammo so they don't get frustrated at having not enough ammo for their M60 and making ammo scarce even for veterans. Almost impossible and why I think the loot abundance setting should automatically be lower in higher difficulties (and include mining returns). Not to make people mine more but to make a veteran save on ammo.
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