Well, we shoould consider implementing a waypoint system in, then experiment with using it. 1st case would be a fleeing mob just to test it out. Its a simple case, isolated, and it would allow us to put some thought into the implementation before we just have a zone of wandering mobs.
Put in some simple logic to determine whether to flee or not based on level relative to the player, hitpoints, then on a successful flee check, move to the nearest waypoint and start a traversal. I would think load the waypoints from the database then pull them into the memory space when the zone loads. The waypoints themselves won't take up alot of memory, we'll just have to experiment with the movement logic a bit to keep it from being to intensive.
Mobs would need to be identified as wanderers or not. Guess a boolean flag in the database would take of take, spawngroups would need to be divided into wanderer groups and stationary groups.
Just thinking outloud..
__________________
Quitters never win, and winners never quit, but those who never win and never quit are idiots.
|