Filtering NavMesh Agent Forces

In my current scene I have a group of NavMesh agents which are spawned into the world and told to chase a player.

In order to have the agents collide soundly with the player I had to add a NavMesh agent to the player object. So this player object now has a CharacterController which is used for movement, and a NavMesh agent which i have set not to calculate a path.

The only issue now is that each agent is now able to push against each other, and the player. so if the agents do catch up to the player they just push it around as a large group.

Is there a way that i can filter the forces on the player so that being pushed by another agent does not make it move backwards, or to filter forces from enemy agents from the player.

Ideally i would like the enemy agents to not push the player around, and the player to not push the enemy so there is a danger of being swarmed.

This seems to me like a bug with Unity’s RVO implementation.

If you have one NavMeshAgent with a slow velocity a handful of other agents with a higher velocity, then you tell them all to go to the same place, if the slow agent is in front of the faster agents it will get pushed along and far exceed its defined velocity. This should not happen.