If phasing and hit by a zombie claw, pull them towards the direction of the hit origin. Like zombies are pulling the person out again.
Would have a funny effect as well. Just seeing people getting pulled back and screaming.
What if we can accept stupid NPCs, but make them more dangerous? A* is pretty expensive in itself and we could get away with some simpler, dynamic, implementations.
We can skip the A* algo by making players create nodes based on the last 30 seconds of their movement. Common paths are merged together and stick around, creating “roads”.
If a zombie spots a human it will do active path avoidance and use the player’s path, to move towards the human.
It will try and optimize the path as it walks it to remove redundancy.
By dangerous NPCs I mean maybe just putting in headcrabs that can latch onto humans and need to be shot off. They don’t need a lot of pathfinding. (long running zs joke I know)
Or weak ghouls with their poison claws but increased speed.
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