@antib Burn the theme parks!
Basically TLDR is bases should have a value to determine the size and strength of the purge. Bigger base = bigger purge. Then it would use the heatmap idea you have where it says this is the most valueable part of the base. The mobs would then attack move towards that area. It would not try to go around doors and stuff instead just cut through the structure. So if there’s a wall it will start beating on it. Now a wall has 100,000 hp and so they won’t do much actual damage to that. I believe they should change the purge mobs to have a siege synergy where the longer they are alive the more damage they will do to structures. It would have a cap ofcourse so they still need to hit a T3 a few times to break it but if you let them just do what they want they will do damage. As they attack and move they might break ramps or bridges this is where they would teleport a random number of tiles closer to their goal not just a pile of mobs into a weird spot. This will make purges actually dangerous. With the changes in my other post it would scale to the size based off of the base. So for what Antib says about theme parks they can have a theme park but they are going to have to defend that theme park. Odds are they won’t so it will naturally “Purge” the theme parks.