Up to this point Zombie AI has always been run off of one central system.
Whether you are in a house looting or at your base on blood-moon the zombie AI always acts the same.
The problem with one central AI is that it can be easily exploited. When you know the rules it is easy to find a way to bend/break them. And one of the two major ends of the zombie encounters suffers. Either the zombies swarm you base in Alpha 16 like hungry but dumb locusts (very good) and Swiss cheese up every POI in game (bad), or in Alpha 18 they path perfectly through POI's that they are familiar with (which is good) and are engineering geniuses on horde night with buildings they have never seen (ridiculous)
To fix this problem why don't we have TWO MAIN AI systems? The first would be for horde nights, screamer and wandering hordes where MOST of the zombies would act like the Alpha 16 AI.
And second one is for scavenging and looting through POI's. Use the Alpha 18 model. It makes sense that they can navigate through building they are familiar with.
Did you notice I said that MOST zombies for horde nights would run off of the base Alpha 16 AI. To add further chaos, fear. and fun to horde nights so that you cannot easily cheese them give them a bit of variety.
You would vary the AI for the type of zombie involved:
Give the structural engineering genius Alpha 18 pathing to the Engineer Zombies. It makes sense that they can see what blocks are weakest.
Have the Biker Zombie enter a Rage so that he picks any random block within a radius to beat on when he can't immediately path to you.
For the Military Zombies have them path in a line and all attack the same block to cut through your walls, then have them path through you base to search for you.
Put screamers in horde night and have their cries rally the normal zombies to them and or change their behavior.
With just a few AI differences it makes it difficult to properly predict what the horde will do, and thus defending your base is much more fun and interesting.
Most of the tools for this are or have been present in previous versions to accomplish this without too much issue. And I believe the game experience would be greatly enhanced.
Whether you are in a house looting or at your base on blood-moon the zombie AI always acts the same.
The problem with one central AI is that it can be easily exploited. When you know the rules it is easy to find a way to bend/break them. And one of the two major ends of the zombie encounters suffers. Either the zombies swarm you base in Alpha 16 like hungry but dumb locusts (very good) and Swiss cheese up every POI in game (bad), or in Alpha 18 they path perfectly through POI's that they are familiar with (which is good) and are engineering geniuses on horde night with buildings they have never seen (ridiculous)
To fix this problem why don't we have TWO MAIN AI systems? The first would be for horde nights, screamer and wandering hordes where MOST of the zombies would act like the Alpha 16 AI.
And second one is for scavenging and looting through POI's. Use the Alpha 18 model. It makes sense that they can navigate through building they are familiar with.
Did you notice I said that MOST zombies for horde nights would run off of the base Alpha 16 AI. To add further chaos, fear. and fun to horde nights so that you cannot easily cheese them give them a bit of variety.
You would vary the AI for the type of zombie involved:
Give the structural engineering genius Alpha 18 pathing to the Engineer Zombies. It makes sense that they can see what blocks are weakest.
Have the Biker Zombie enter a Rage so that he picks any random block within a radius to beat on when he can't immediately path to you.
For the Military Zombies have them path in a line and all attack the same block to cut through your walls, then have them path through you base to search for you.
Put screamers in horde night and have their cries rally the normal zombies to them and or change their behavior.
With just a few AI differences it makes it difficult to properly predict what the horde will do, and thus defending your base is much more fun and interesting.
Most of the tools for this are or have been present in previous versions to accomplish this without too much issue. And I believe the game experience would be greatly enhanced.