SgtMuhammed Posted October 21, 2007 Share Posted October 21, 2007 I think many of the problems could be solved if the pathfinding were removed all together. BFC have repeatedly stated that one of the problems is that player movement orders are too vague and so the AI has to think of creative ways to do what the player wants. I can accept that, so if we are supposed to give detailed move orders even with the AI then get rid of it. If you want a unit to go somewhere then you have to tell it where to go. If a move path is impossible then you can't plot the inaccessable point. On that note, if there is no direct path to a point I wish the path arrow would show this, especially in a building. Movement within multisection buildings is so random that it is becoming the number 1 game killer for me. It doesn't matter if there are internal walls or not, there is no consistent way to judge what your guys are going to do. Are they going to walk straight through the open space like you tell them to or are they going to climb 8 flights of stairs, run across the roof, and then down 8 flights of stairs to get to a section of the building with no visible obsticals? Just turn the pathfinding for the human player off and let me know where my guys can go. I will gladly spend the extra few seconds to plot the course I want rather than watch my guys continue to get mowed down running around an entire building when told to move into the next room. 0 Quote Link to comment Share on other sites More sharing options...
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