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Random Spawns: TA balance tweaks

Open donZappo opened this issue 4 years ago • 2 comments

Odd behavior was reported for spawns. Copying this here for posterity.

"So... let me tell you a story about TA tundra map (the same one used for Kurita flashpoint) tested this across 4-5 times to see spawn behavior once, spawned clear across the map, no chance to cap at all the other times I spawned on top of a capture point the one near evac several problems - this means you can trigger the vehicle reinforcements on the map immediately if you don't exit the spawn first round if you DO trigger the vehicle reinforcements, that capture point is right where they spawn so...3 demolishers and an SRM carrier, immediately in range, and they go first there's no crash, but the behavior is ... odd I don't even know if there's anything to do about it other than exclude TA missions from MC drop point variability"

donZappo avatar Apr 20 '20 16:04 donZappo

This situation is more about TA spawn position balance tweaks. That'll be the focus of this ticket.

CWolfs avatar May 02 '20 12:05 CWolfs

I think I'll need to add a multi-influence spawner to solve this issue so it can take into account all the beacon regions to spawn within X distance of one of them but beyond Y distance of them both.

CWolfs avatar Jun 17 '20 17:06 CWolfs