Board Thread:Suggestions forum/@comment-32352572-20171004034530/@comment-26172435-20171004112321

''Apart form the title (which I just changed), this suggestion is specific and concrete and not 'too advanced', so it doesn't violate the guiding intentions of the FAQ regarding this subject. I think it can be considered a relatively simple AI improvement, covered by the requirements I produced here.''

If we fancy this mechanic and he's interested, both as coder and as mod developer, Mevans could code this fairly easily. No complicated routines involved imo. Not saying it will be a piece of cake, but I think the logic isn't that complex. The additional required cpu load may be burden, as the range of possible pathfinder solutions may grow significantly, but overall it may as well be comparable to that of the current path-seeking routines the NPCs use to track paths towards players. This addition basically requires a check on gap width and capability of the NPC to speed-run-jump over it, in order to get to a player via a shorter path. It can be incorporated in the existing 'pathfinder' code. I think it's just a matter of coder eagerness versus returns in terms of realistic feel / mod uniqueness.

Now it's up to us, the populous, to indicate whether we would fancy this additional life threatening NPC AI booster.

As concrete feedback I'd like to add that I think it woudl be wiser to not add a chance of failure, but just assume NPCs know what they're doing and won't try a jump attempt that would risk their life. The pathfinder should determine whether they can jump the distance and whether it's useful to them (gained distance versus alternative path to player, versus time consumed to walk a few block back for a run-up), and then dewit or not.