I want basic issues - pathing for example - sorted out before this topic leads to some new, undiscovered method of implementing a superior cybernetic+dolphin hybrid that rules the world.
Specifically, very specifically, the AI currently can't path itself on the Crucible map. All 3 times I've played the map single player, (normal AI) the computer lost without me having to do anything.
The OpFor just never really get very far out of their little "starting circle" at their end of the map. Why the Opposing AI could do it, but the AI teamed with me could, I have no idea. [Edit: I meant to write, "Why the opposing AI could NOT do it, ...". Sorry for my typo that made my critical point senseless.] I believe it's a pathing issue however, simply because when I click ground to move my own DG, It goes the wrong way on that map in a specific case that would indicate the walk mesh can be improved.
Go to the Choose an Arena screen, because I'll reference compass points (north is up) using the image of Crucible on the map selection dialog.
From the South Citadel, move your DG to a point due north (crow flies, jump over the chasm to next roadway)
there is a wall and tower placeable by an intersection.
Move a little west at that Y intersection, following the short wall and go a little past the tower.
Leave your DG outside the circular node you're coming up on, and just a bit before that (2nd) intersection.
Click to move your DG back home, i.e, at a point near the center of your starter circle area.
On my system, DG moves Westbound, away from the correct path, then stops as it realizes it doesn't have the necessary jump-jets to cross the chasm.
I've not noticed this specific type of issue on any other map.
Pix says 1k words. If there is interest, or need, I'll do a mock up and host it someplace. I'm just lazy right now and wanted to post on this before I forget.
tl:dr A.I. pathing on Crucible needs improvement.