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Lower Enemy Walking Distances


Llyssa
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Something I've been wondering about a lot, the "director" AI has this thing about making enemies hoof it. They don't spawn near the players, or on top of the players, they spawn 2+ rooms away and walk towards the players.

 

In missions where you're under stealth conditions, this makes some sense.

 

In missions where they're hunting you(defense, mobile defense, survival), it doesn't make any sense, and causes some very awkward issues(like door heroes and seemingly spawn-free survivals).

 

The maps are clearly set up for single room difference(only needing one door between you and them--there's plenty of dead-end rooms), but the enemies like spawning with the 2+ rooms difference.

 

If they were allowed to spawn on the other side of a single door, that would improve the game experience for all--no more wandering forever, no more door heroes.

 

To keep it sane for some players, the old 2+ room difference should be kept as well, with a mixture based on how fast enemies are being slain--a high rate of kills should put more single-room difference spawns, a low rate of kills should give the 2+ room difference. That way enemies are either spread out so they can be handled properly, or crushing in against foes that they need to be swarming.

 

It makes more sense for them. It makes more sense for us. It would make the game more fun in general, and clean up a number of existing issues in the process.

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