long read, good suggestions!
There is one thing that makes 'a lot of nodes' so interesting though... haven't you noticed their movements are less static then any other RB version? (or any other bot?)
I like the idea of having area's (rectengular or whatsoever) instead of single nodes. Currently i am using 'important nodes' (single ones) which are used as goals for the goal heuristic.
When i think of rectengular areas, i think of navmesh btw.
For CT's leaving spawnpoints chaoticly; they indeed tend to take some 'safe' nodes instead of going straight out of the spawn point and get 'safe' later. I think this is also fixable by just changing the path heuristic.
A major overhaul of the node system will take quite some time i think. The whole principle is to have MANY nodes on MANY locations. Hence, i increased the distance, but i find this the MAXIMUM of what i can do on that part.
For camping, i want RB to make up its own mind for camping... so it is more dynamic. Though sometimes they camp plain stupid, the more they learn about their nodes (ie, visibility, which is only calculated when nescesary, therefor increasing the RBX file, and providing more accurate data) the better they camp.
I'll take things in consideration, but i won't promis i
will overhaul my system for something new. I might as well try navmesh again then. Although i suck at math... very.. (ask pmb

)....
gtg have some breakfast now, can't think properly with empty stomage.