Things that were kinda pie in the sky for the initial pathfinding system.
[ ] Dynamic path reset timer based on queue size
[x] Pathing that is taking a while should get deprioritized (a few hundred, snapshot it, queue it again)
[ ] Different heuristics based on AI type (some take into account damage, others are suicidal etc)
[ ] If crunching is fast enough, possible include more frequent snapshots of quadtree possibly start including dynamic things like players (have enemies like saboteurs that avoid players) or have enemies move around a large traffic jam of mobs stuck down a hallway
[ ] Possible network splitting of pathcrunching tasks
Things that were kinda pie in the sky for the initial pathfinding system.