Forum Discussion
5 years ago
Updated 21/01/12;
Tunnels are inactive by default and can become active (triggered) by a qualified player base. A qualified base must meet both of the following conditions;
A base must be within 4.5 (6.5*) range of the tunnel
A base must have an offense that is at least -6 (-7*) levels or above of the tunnel level
* Differences only applicable to PTE as of 20.3 patch.
Once activated, a function() is called to determine if an outpost shall spawn
f(x) = chance an outpost will spawn
BQ = quantity of qualified bases (within range and within offensive range)
T = Tunnel level
O = Offense level
R = Range (distance) from tunnel
X = Tunnel level - Offense level
1 base has a 25% chance an outpost will spawn;
f(x) = 25% if BQ is greater than 0
5 bases have a 100% chance an outpost will spawn;
f(x) = 100% if BQ is greater than 4
Offense level of each base has no known effect on spawn %
f(x) is called once per hour and again when an outpost is cleared. The maximum number of visible outposts visible for a tunnel is 10. There was a theory that outposts go into a waiting queue (max 14), but testing does not support this. We've watched 8 players farm the same 12 tunnels 24/7 for unlimited outpost spawns.. The trick is to make sure BQ is greater than 4 for all nearby tunnels.
A tunnel will spawn an outpost up to 6.5 spaces away from the tunnel that is activated.
Tunnels will spawn outposts -2 to +2 of the tunnel level. If Offense is less than the tunnel, then the outpost level will be -1 or -2. Once the offense level reaches tunnel level, 0 & -1 and if above then +1 & +2.
If Offense is greater than Tunnel then +1 & +2
This level limit varies by world. Many worlds experience -2 to +5, others are still -2 to +2 and others still won't spawn any outposts past level 60. The differences are based on economy and patch level.
The average level of outpost spawned or re-spawned by a follow-up is a function of the average level of player bases within the tunnel. What this means is that as the average player base level increases around a tunnel, the probability increases for higher level outposts.
Of note: Many players believe that placing a non-qualified base around a tunnel will "block the tunnel from spawning outposts". This is 100% false and physically not possible. There is an argument that a non-qualified base shouldn't be near said tunnel as the base and it's camps will "be in the way", but a non-qualified base does not interfere with tunnels, period.
Tunnels are inactive by default and can become active (triggered) by a qualified player base. A qualified base must meet both of the following conditions;
A base must be within 4.5 (6.5*) range of the tunnel
A base must have an offense that is at least -6 (-7*) levels or above of the tunnel level
* Differences only applicable to PTE as of 20.3 patch.
Once activated, a function() is called to determine if an outpost shall spawn
f(x) = chance an outpost will spawn
BQ = quantity of qualified bases (within range and within offensive range)
T = Tunnel level
O = Offense level
R = Range (distance) from tunnel
X = Tunnel level - Offense level
1 base has a 25% chance an outpost will spawn;
f(x) = 25% if BQ is greater than 0
5 bases have a 100% chance an outpost will spawn;
f(x) = 100% if BQ is greater than 4
Offense level of each base has no known effect on spawn %
f(x) is called once per hour and again when an outpost is cleared. The maximum number of visible outposts visible for a tunnel is 10. There was a theory that outposts go into a waiting queue (max 14), but testing does not support this. We've watched 8 players farm the same 12 tunnels 24/7 for unlimited outpost spawns.. The trick is to make sure BQ is greater than 4 for all nearby tunnels.
A tunnel will spawn an outpost up to 6.5 spaces away from the tunnel that is activated.
Tunnels will spawn outposts -2 to +2 of the tunnel level. If Offense is less than the tunnel, then the outpost level will be -1 or -2. Once the offense level reaches tunnel level, 0 & -1 and if above then +1 & +2.
If Offense is greater than Tunnel then +1 & +2
This level limit varies by world. Many worlds experience -2 to +5, others are still -2 to +2 and others still won't spawn any outposts past level 60. The differences are based on economy and patch level.
The average level of outpost spawned or re-spawned by a follow-up is a function of the average level of player bases within the tunnel. What this means is that as the average player base level increases around a tunnel, the probability increases for higher level outposts.
Of note: Many players believe that placing a non-qualified base around a tunnel will "block the tunnel from spawning outposts". This is 100% false and physically not possible. There is an argument that a non-qualified base shouldn't be near said tunnel as the base and it's camps will "be in the way", but a non-qualified base does not interfere with tunnels, period.
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