It’s been a long 2 years, but thanks for everyone’s help on the Unity Forums.
I got some great feedback for my game in late November… basically that simple CTF/Deathmatch wasnt enough to keep people engaged.
So i added bots (which was great fun, uses NavMesh). These guys are pretty clever. They randomly pick strategies and execute them (finding pickups and pursuing players). But if you attack them often, they’ll get aggressive and form a grudge against you and your team. So they’ll get angry and JUST pursue their grudge.
I’ve added a neat little ‘drone’ pickup that auto attacks for you.
I also added a shop with vehicle upgrades, weapon purchases + upgrades, drones and shields. As you upgrade your weapons, the particle effects increase.
The last thing i added was a new game mode, ‘Horde’, which has waves of enemies come at the player. I was a bit concerned about this from a networking perspective, because i dont think hundreds of NavMesh controlled NetworkObjects would fair well (each one with network rigid body/network transform - I’m using NGO). So I’ve made a very simple cut down version of the bot logic which just follows hard coded paths and attacks anything within range.
I’ve solved a lot of very interesting problems over the past few months - If anyone has similar things in their games that they’re trying to solve - I’d love to talk about the approaches I took.