Hi there,
So I think that the purge, while a great idea and something I enjoy in the game, is not currently living up to its potential, mainly due to faults in how the AI works.
At the moment it seems that the AI will basically pick quite randomly a spot inside the base and then it tries to get there. If it can’t find a path, it will simply warp to its destination.
But it has happened to us that the AI has decided that it wants to get to a closed-off attic. Or that the AI wants to get inside a random building with nothing in it built on a cliffside. In pretty much all the purges we’ve had in our several bases scattered across the Exiled Lands, around 1/3 of the attacking NPCs end up stuck inside some fairly silly place that serves no real purpose.
I think there’s a fundamental problem in the goal of the AI being “get inside a base”. Why does the AI want to get inside the base? What’s the actual, true goal of the AI?
What the AI should typically be trying to do, in my opinion, is to loot, destroy and enslave. Yet we find the AI warping inside empty rooms with nothing in them. That’s not what the AI should be seeking to do. If, instead, we give the AI the goal of maximizing destruction and death toll of clan NPCs and players alike, then we can have the AI more easily do things logically.
I would propose two things:
Firstly, the AI should be able to attack and destroy doors and gateways. Even if they are T3. Right now, even closed gates and doors will cause the AI’s pathfinding to fail and it will instead warp through them. The AI should consider gates and doors as costly nodes in its pathfinding. If it can’t find another route, it will opt to destroying the gate or door which it should be able to do with a little bit of effort. This would mean that the AI doesn’t need to warp inside empty rooms; it can instead walk into them by destroying the doors on the way.
Secondly, and more importantly, I propose that the goals of the AI be changed from trying to get inside the base to trying to kill, plunder and destroy the thralls, players, chests and crafting stations of the defending clan. The AI could, for example, build a heatmap from the total value of the different areas in the base. So say, a room full of crafting stations, would show as very valuable in that heatmap. Now this becomes the target of the AI and the AI wants to destroy and loot those crafting stations. If there’s a cluster of thralls somewhere, then those might show up as very valuable on the heatmap and the purge wants to capture those thralls for themselves. Of course, not all purges want to capture, some may want to just kill, like the skeletal or other monstrous purges. But purges by human armies might want to capture thralls from a clan for themselves.
Instead of players defending random empty rooms from the purge, the players should be defending their most valuable property - their crafting stations, their resource chests, their thralls.
I’m aware that programming AIs is very difficult, time-consuming and takes a lot of expertise and skill to do right. I hope that I don’t come off as arrogant when suggesting more detailed ways for how it could function better. But as it is, I really want to like the purge experience more, but it just isn’t that good on most of the times because of how the AI during it doesn’t seem to be making much sense.
Thanks for reading.