The enemies in my game are underpinned with a FSM with the motion planning handled by vector steering behaviors, in short - It just calculates a new vector based on obstacles/other objects around it.
This makes it highly volatile as opposed to an A* path finder.
My question: How do multiplayer games handle 'complex' calcs for movement where the risk of de-sync is high? What is the recommended/general use pattern in this case?
Would the server & client both run the vector code and then simply have the server check periodically to correct?
Or would the server just handle all the logic and simply feed coordinates to the client to display the enemies? While this option seems easier and would work in theory. I feel in practice it wouldn't be very efficient having a server firing off packets for 50 different enemy units.