The 2D lattice with height snapping is the part I'd expect to cause trouble on maps with stacked geometry, so the failed-jump limitation reads as honest rather than hidden. Since it's a real network client, the PVS limitation makes sense too. The reconectare rate limiting seems like the detail most likely to bite anyone spinning up a large swarm, and staggered delays are a reasonable answer. Curious whether the GUI radar is meant purely for debugging or could help someone tune roles and pathing on custom maps. The 2D lattice with height snapping is the part I'd expect to cause trouble on maps with stacked geometry, so the failed-jump limitation reads as honest rather than hidden. Since it's a real network client, the PVS limitation makes sense too. The reconectare rate limiting seems like the detail most likely to bite anyone spinning up a large swarm, and staggered delays are a reasonable answer. Curious whether the GUI radar is meant purely for debugging or could help someone tune roles and pathing on custom maps. The 2D lattice with height snapping is the part I'd expect to cause trouble on maps with stacked geometry, so the failed-jump limitation reads as honest rather than hidden. Since it's a real network client, the PVS limitation makes sense too. The reconectare rate limiting seems like the detail most likely to bite anyone spinning up a large swarm, and staggered delays are a reasonable answer. Curious whether the GUI radar is meant purely for debugging or could help someone tune roles and pathing on custom maps.