Topic: Mech spawns too small

I want to suggest to make the mech spawns bigger to support larger NPC gangs. 5+ (Mech/Hvy Mech)/spawn.

I live in Hokkogaros. We got all the spawns scouted.

The current system encourages NPC hunting in a gang. Everything is ok till now.
But most of the Mech spawns can not keep up with even 1 NPCer. Because there are only 1,2,3 mech/hvy mech in an average mech spawn. I think in hole of Hokkoragos there is only 1 spawn that has 2 Hvy mech and 3 mech in it and the rest are 1,2 max 3 mech/hvy mech in the hole spawn that can not keep up with even a single NPCer.

Also when we go after the strongest "5th star" (I know the Thelodica got different name but can't remember it) which is on the edge of the island and takes ~20 min of boredom to get there in a mech/hvy mech. It has 2 Artemis 2 Seth and 3 intakt. This spawn can not keep up with 2 NPCer in Mech and some brain.

Also I want to know why are the Mech spawns so small where the assult bot/light bot spawns are so well sized (~6 bot/spawn with good respawn timer) and can support even a large Gang of NPCers?

Re: Mech spawns too small

npc in laser bot

Re: Mech spawns too small

The spawns should be slow and smaller. This limits the amount of cash and resources entering the game. After all, these are supposed to be the hardest NPCs available at the moment. Maybe you have too many people trying to farm the same spot at once. The flip side of that is true in other areas: The spawns are entirely too fast.

Re: Mech spawns too small

The spawns do not have to be bigger or anything. It's the AI that needs to be improved cause right now it's even a miracle that they shoot back smile

"I don't know the key to success, but the key to failure is trying to please everybody." -- Bill Cosby

Re: Mech spawns too small

DEV Zoom wrote:

The spawns do not have to be bigger or anything. It's the AI that needs to be improved cause right now it's even a miracle that they shoot back smile

Smarter AI won't compensate for players coming in an overwhelming force and taking everything out in under two minutes. They should be thankful that this isn't EQ and have 30 min (or longer) spawn timers on the mobs with the best drops. wink I can just see Verant (developers of EQ) making the 5th star mechs have a 12-24 hr timer on them just to f*** with campers. The rest of the pack would spawn every 30 minutes to prevent 'over farming' of the area.

Re: Mech spawns too small

Of course it won't compensate for big numbers, but at least make it challenging, cause as it is now, one fast puller gets npc aggro and the others do the duckhunting... easy money.

"I don't know the key to success, but the key to failure is trying to please everybody." -- Bill Cosby

Re: Mech spawns too small

yeah, you need some kind of aggro-system

Re: Mech spawns too small

Another cool thing could be roaming packs of NPC that travel through the islands (maybe better say "wandering" or patrolling?)
If those packs are high level enough, and correctly constitued (ie ewar+light assaults+some heavy mechs) things would become much more complicated for campers.
And, also, maybe more rewarding ...

There could also be some "spawn points" on the islands.
Npc appear through them in a quite large amount (thus preventing spawn camping) and packs would then travel to their roaming point.

But, the more sure thing is IA really needs to be improved! (can the actual be called IA right now? ^^)

Re: Mech spawns too small

Better AI is always good.

Fumen wrote:

The spawns should be slow and smaller. This limits the amount of cash and resources entering the game. After all, these are supposed to be the hardest NPCs available at the moment. Maybe you have too many people trying to farm the same spot at once. The flip side of that is true in other areas: The spawns are entirely too fast.

Souldn't people be motivated going out in goups? But if most of the spawns can not support them then it is ineffective as income for each member of the group will be too small and it will be booring as everyone will wait for the respawn.

After years they finally did it in EVE. If you got many ppl you can (with some investing) get more NPC to keep them 'occupied'.

Re: Mech spawns too small

I've not commented on the AI yet because I heard that right now it's just a placeholder that's going to be fixed.

Npcs just need the kind of system you usually get in npcs, whoever has done the most damage to them takes the agro. If that person is so far out of their range that the npc can barely deal damage, it might be an idea to make the npc change target to another person who is next highest on their agro list, even if this player is dealing less damage. People would get on the agro list by either using shooting at or using EW on the npc.

One thing though, last time I checked, the rats in "that other game" have always been like this, they never change target, and their AI seems quite simple. I think I realise why they've never changed this, because running advanced ai on every npc in the game would probably cause a lot of stress to the server.

Last edited by Sinister (2010-01-28 12:14:56)

Re: Mech spawns too small

only AI that is intelligent to any degree in "that game" is the WH Ai

it RRs and change targets