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Increasing spawn chance by scouts

 
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khaibar
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Joined: 14 Dec 2007
Posts: 1141

PostPosted: Sat Mar 01, 2014 5:23 am    Post subject: Increasing spawn chance by scouts Reply with quote

So a lot of people are complaining about spawning chance. Here is what I concluded from the source code.

Code:
if ( ($planet_factionwar == "Y") OR ($planet_PvP_train == "Y") OR ($planet_territories == "Y") OR ($planet_escort=="Y") ) {
//Check New Quads for Bandits
   if ($planet_factionwar == "Y") {$bchance = 5;}
   elseif ($planet_territories=="Y") {$bchance = 12 - (floor($banCount[$planetid]/30));}
   elseif ($planet_noSha=="Y") {$bchance = 8;}
   elseif ($planet_escort=="Y") {$bchance = 8;}
   else {$bchance = 18;}

   foreach ($newquadrants as $new_quad) { if ((rand(1,30))<=$bchance) {
.
.
.
.
.

if ($planet_relics == "Y") { $bChance = 75; } else { $bChance = 85; }
      if ($planet_arena=="Y" AND $pOpt['allowBand']=="Y") { $bchance = $pOpt['spawnrateA']; }

      //Check for bandits in new quadrants
      if(rand(1,100) <= $bChance){


So that basically means (i think):

Faction war planets = 5/30 = 16.67%
Dominus = 40% - 3.33% * round down of # of bandits over 30
Zedus or Rynn = 26.67% (though it feels a lot less)
Tariona = 60%
Konu = 75%
Anything else = 85%

Ok... so here's the idea... some scounts (not all of them) receive a relative bonus to that percentage. Example ghog gets 50% extra chance of spawning bandits => multiply the above percentage by 1.5.

Also don't you hate when you spawn units when you don't want to? maybe give some units a negative effect on spawning chance?

Units with natural cloaking abilities have a 50% less chance of spawning bandits when not cloaked. So divide the above percentages by 2.

All cloaked units do not spawn bandits (set all of above to zero).

In case multiple units enter a new quadrant, one with the highest spawning chance takes effect.

Coding wise this is easy to implement, do you guys want to see this happen? could end the 'scout monopoly' of LEs as well as introduce some X vars for scout units that increase spawning chance.
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haloguy48
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Joined: 12 Jul 2006
Posts: 1221
Location: Looking for Group archives

PostPosted: Sun Mar 02, 2014 2:17 am    Post subject: Reply with quote

I like the positive effects. As for the negative effects Via Cloaking, I don't think so. Just because they don't see it doesn't mean they aren't there. It should keep the original spawn rate..

Idea

+ Spawn rate for following
Scouts
Utility Vehicles (Salvagers, Miners, Etc because they're Nom-able, but they could be -Spawn rate too because "technology emits an anti-tracking-bandit signal so they don't deploy on your face as much!" )

- Spawn Rate for following
Any Unit with a starting CE of 1,200 or higher (Bandits aren't THAT stupid... Are they?)
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Frageran
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Joined: 29 Dec 2007
Posts: 3953
Location: Tucson, Arizona

PostPosted: Sun Mar 09, 2014 11:03 pm    Post subject: Reply with quote

Whatever can make spawning easier
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