[quote=“Hyena Grin, post:47, topic:3591”]I think something that the game isn’t taking into account is that you can’t really tell where a scent is going to be stronger. A dog can’t ‘see’ smells ten feet away from it. It has to go to that spot and smell it to see if it’s stronger. That’s why you see dogs sniffing back and forth, backtracking, checking different spots. They are trying to find where the scent is strongest. To do that they need to physically be in that location.
The only information a zombie or any other smelling creature should have is ‘what does the tile I am on right now smell like.’
Then simply have the zombie move until the scent is weaker (and then stop and move somewhere else) or stronger. They keep moving, avoiding weaker smells while seeking stronger smells. If the code can be put together to give the zombies a search pattern, then this should result in a faaairly realistic search behavior that doesn’t lead them directly to the player.
Basically, the zombie will remain in the strongest scent area that it can. It will not move to a weaker scent area unless it has exhausted all tiles it can reach without moving to a lower scent area. The zombie would also have the tendency to follow the path that is working the best for them. So if you run in a straight line, the zombie will probably not have too much difficulty following in a straight line behind you. but if you do large zigzagging maneuvers then it might take them significantly longer as each ‘turn’ would mess up their search pattern.
This could result in some interesting behavior where, due to decay, a zombie outside a house the player is not in, might end up breaking down the door to the house because he has already searched everywhere else and the door is the only tile left to check before he moves on.
This could well get very difficult. I have very, very minimal coding skill and I suspect that efficient, reliable search patterns can be quite complicated. But I thought I’d throw it out there nonetheless.[/quote]
I like this idea, it will make smart movement more rewarding and a more tactical approach much better. Also this can potential create some interesting strategies like pile up your old clothing to make a smell distraction (similar to the proposed noise distraction) or confuse zombies with strange smell, I don’t know whether this can be very difficult to code though.