Drithyl
New member
I agree with this. Different and/or randomized behaviours would turn exploits into tactics. It would make an "exploit" be an efficient base design, but it would still force the player to account for zombies not following the set path and have to add defences to other parts of the base that might be attacked.Many of the AI exploits could be alleviated by assigning different AI scripts to different zombie types. The businessman zombie for example, could have a more complex AI pathing while the fat zombie could have a simple b-line path towards target. Mixing it up could be key.