Khulkhuum
Refugee
Not necessarily open for huge exploitation. There would need to be more communication between zombies and more variation on their intelligence.
1. Introduce an action where a zombie does not charge straight from the start (low chance for any zombie to be like that), but walks around seeking alternative entryways (expanding line of sight and not those checking routes used by other Zs), just to signal some zombies in range that there is an alternate path. After a set number of checks it would simply go back to being a straight attacker. Additionally, only non-attacking for a small period of time could shift to a onlooker state.
2. Make Zs reuse previously done checks (i dunno if it is done or not). For example, you have 20 Zs charging from one direction in a big group. Why make 20 pathing checks, when only 1 to 3 could be done for the general vicinity or perhaps for those in front and everyone behind that would walk through where others are, would reuse the same checks.
3. Introduce zombie routing, where Zs would follow other Zs that are in attack mode (special range for that). For example, an onlooker found an alternate route from a side and called out others to the new "entrance", but new Zs running in would not hear him. Yet when they come close enough, they hear vivid Z sounds and first seek them (when there is no direct route to the player or no player in sight).
1. Introduce an action where a zombie does not charge straight from the start (low chance for any zombie to be like that), but walks around seeking alternative entryways (expanding line of sight and not those checking routes used by other Zs), just to signal some zombies in range that there is an alternate path. After a set number of checks it would simply go back to being a straight attacker. Additionally, only non-attacking for a small period of time could shift to a onlooker state.
2. Make Zs reuse previously done checks (i dunno if it is done or not). For example, you have 20 Zs charging from one direction in a big group. Why make 20 pathing checks, when only 1 to 3 could be done for the general vicinity or perhaps for those in front and everyone behind that would walk through where others are, would reuse the same checks.
3. Introduce zombie routing, where Zs would follow other Zs that are in attack mode (special range for that). For example, an onlooker found an alternate route from a side and called out others to the new "entrance", but new Zs running in would not hear him. Yet when they come close enough, they hear vivid Z sounds and first seek them (when there is no direct route to the player or no player in sight).