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Outpost...

Hi it is any limits of generating outpost per day ???
if someone open tunel how many outpost can come per day...? its any limits??
and sec Q...
if low lvl off kill outpost but he is out of tunel range... that change somethink or just change generating of outpost???

Replies

  • No limits. Once triggered, an outpost will spawn a maximum of 10 outposts at a time within 10 clicks of the tunnel (Not within 10 clicks of the player base as with camps). There is a variable spawn rate so in theory, one could kill all the outposts before any respawn though typically, this does not happen unless the spawn rate is too slow. I don't understand the 'low level' question, if a player base is not high enough to spawn outposts then nothing it does will affect outposts. More player bases in range that qualify a tunnel to trigger and the varying level differences all affect outpost spawn rate in my experience. Generally speaking, you can sit there and farm outposts until you run out of CP/SP or RT.
  • Just like in the other topic with a similar question I'll quote my colleague who addressed that topic some while ago.
    enigm wrote: »
    While we're on the topic of Tunnel Exits let me use the opportunity to explain how they're activated and work in general. In order to activate the tunnel exit your base needs to be in a 4.5 field radius around the tunnel and your offense level should not be lower than 6 levels below the level of the tunnel. All bases meeting these criterias are then counted and together with percentage values for the spawn chance used in the formula to calculate if an outpost spawns or not. To garantuee that an outpost is spawned 5 bases are needed. Once the system decides to spawn an outpost it looks within a radius of 6.5 fields to find a suitable place to spawn an outpost. The system will spawn a new outpost every 60 minutes until the maximum of 10 outposts is reached.
    Envision Entertainment Community Liaison
  • Soixie
    576 posts Member
    edited February 2019
    Just like in the other topic with a similar question I'll quote my colleague who addressed that topic some while ago.

    Awesome update, thank you.

    So to recap/correct;
    1. Player base must be within 4.5 clicks of tunnel to activate it
    2. Player must have an offense or defense greater than or equal to tunnel level - 6
    3. Each player base within range shall add an 20% to random spawn check of tunnel
    4. Tunnel shall perform a random spawn check once per hour if activated
    5. If successful, an outpost will spawn within 6.5 clicks of the tunnel
    6. A maximum of 10 outposts can be produced at a time per tunnel (one per hour)
    7. Once killed a tunnel can spawn another outpost (no limit)


    Note: There is no level limit to triggering a tunnel. A level 44+ offense/defense shall trigger any tunnel on the server if in range.
    Post edited by Soixie on
  • Soixie wrote: »
    1. Player base must be within 4.5 clicks of tunnel to activate it
    2. Player must have an offense or defense greater than or equal to tunnel level - 6
    3. Each player base within range of the tunnel and level shall add 20% of chance to spawn check an OP
    4. Tunnel shall perform a spawn check once per hour for valid player bases
    5. If successful, an outpost will spawn within 6.5 clicks of the tunnel
    6. A maximum of 10 outposts can be produced at a time per tunnel (one per hour)
    7. Once killed a tunnel can spawn another outpost (no limit)

    I made some clarification. In the quote it was maybe a bit unclear, but five valid player bases are needed to guarantee an OP every hour, so each of them contributes 20% of probability of an OP spawn. Having more bases camping a tunnel has no negative effect on the spawn chance btw.
    Envision Entertainment Community Liaison
  • updated
  • This topic has been very helpful. I have a few questions for clarification though.

    It's an unwritten rule to not shoot outposts unless you spawn them in many alliances because of the level of outpost spawned, not if an outpost is spawned.

    Question 1: Will a player's offense level and / or defense level impact the level of outpost spawned after hitting an outpost? For instance, a level 40 offense hits a level 50 outpost. What is the probability another level outpost is spawned or does the game automatically default to spawning an outpost that would be activated by the level of offense hitting it?

    Question 2: Does the average level of offense and defense levels within 4.5 spaces impact the levels of outposts spawned?

    For instance, if a player can activate a level 20 tunnel with a level 14 offense, but has a level 9 defense; does the game generate outposts on the lower side of the level range for outposts (+2 or -2 of tunnel level).

    Question 3: If not, what impacts the level of outposts spawned, and how is that calculated?
  • EE_Elephterion
    1954 posts Member
    edited June 2019
    Hello Commander,

    I think all your questions are already answered already but I can dissect the topic further so lets go through it step by step.
    SpeirFein wrote: »
    Question 1: Will a player's offense level and / or defense level impact the level of outpost spawned after hitting an outpost? For instance, a level 40 offense hits a level 50 outpost. What is the probability another level outpost is spawned or does the game automatically default to spawning an outpost that would be activated by the level of offense hitting it?
    Not really, Only offense level counted, and only for activation/spawn chance.
    SpeirFein wrote: »
    Question 2: Does the average level of offense and defense levels within 4.5 spaces impact the levels of outposts spawned?

    For instance, if a player can activate a level 20 tunnel with a level 14 offense, but has a level 9 defense; does the game generate outposts on the lower side of the level range for outposts (+2 or -2 of tunnel level).
    No but the base level.
    Tunnel Exit defines a level for the outposts. The spawning outposts will be of Level = TE level +/- 2 levels
    • a level 15 TE will spawn level 13-17 outpost if the player bases nearby are average level 15
    • a level 15 TE will spawn level 13-17 outpost if the player bases offense level nearby are level 15 or higher
    • If the average player level is slightly higher or lower, more outposts of the higher or lower level area will spawn
    • If the player bases nearby are more than 2 levels lower, the lower end of random area will be used, e.g. many level 13 outposts and few level 14.
    • If the player bases nearby are more than 2 levels higher, the higher end of random area will be used, e.g. many level 17 outposts and few level 16.
    SpeirFein wrote: »
    Question 3: If not, what impacts the level of outposts spawned, and how is that calculated?
    I think with my answer above this was also answered. :)
    Post edited by EE_Elephterion on
    Envision Entertainment Community Liaison
  • Thank you for your prompt response and clarification. :smile:
  • SpeirFein
    89 posts Member
    edited May 2019
    @EE_Elephterion,

    Could you clarify Soixie's point 7?
    7. Once killed a tunnel can spawn another outpost (no limit)

    My understanding is that once a tunnel is fully activated by 5 bases, there is a guaranteed chance of an outpost being spawned every hour until 10 outposts in total have been spawned.

    1. If a tunnel that is fully activated by 5 bases and the first outpost appears, what happens when a player shoots that outpost when the tunnel has yet to hit its max 10 outposts spawned? Is there an instant re-spawn of an outpost (followup outpost) or does the player need to wait until the next hour for an outpost to be spawned?

    2. Does a tunnel need to be fully activated for another outpost to be spawned immediately after an outpost is shot?

  • SpeirFein wrote: »
    1. If a tunnel that is fully activated by 5 bases and the first outpost appears, what happens when a player shoots that outpost when the tunnel has yet to hit its max 10 outposts spawned? Is there an instant re-spawn of an outpost (followup outpost) or does the player need to wait until the next hour for an outpost to be spawned?
    The tunnel checks once an hour for its outpost spawn, so no, there is no immediate respawn.
    SpeirFein wrote: »
    2. Does a tunnel need to be fully activated for another outpost to be spawned immediately after an outpost is shot?
    Above answers this I think. A fully activated tunnel will however spawn another camp with certainty.
    Envision Entertainment Community Liaison
  • Wow... so it is the player BASE levels and not the OFFENSE levels that determine the level of outposts spawned? That's going to be new info for a lot of people.
  • Wow... so it is the player BASE levels and not the OFFENSE levels that determine the level of outposts spawned? That's going to be new info for a lot of people.

    It appears some information above was outdated, so I updated the posts.
    Envision Entertainment Community Liaison
  • @EE_Elephterion,

    For clarification purposes with the information provided above, would the following statement below be true?

    A fully activated tunnel (a tunnel that has 5 bases with the correct offense level) will spawn a maximum of 24 outposts a day ( 1 per hour) which includes follow-ups.

    Scenario: A tunnel has been activated for 2 hours. Theoretically, 2 outposts will have spawned. That means up to that point, the tunnel will only provide 2 outposts. No follow-up outposts will spawn since only two outposts will have been spawned in total.
  • SpeirFein wrote: »
    @EE_Elephterion,

    For clarification purposes with the information provided above, would the following statement below be true?

    A fully activated tunnel (a tunnel that has 5 bases with the correct offense level) will spawn a maximum of 24 outposts a day ( 1 per hour) which includes follow-ups.

    Scenario: A tunnel has been activated for 2 hours. Theoretically, 2 outposts will have spawned. That means up to that point, the tunnel will only provide 2 outposts. No follow-up outposts will spawn since only two outposts will have been spawned in total.

    Over the course of 24h an Outpost may spawn 24 Outposts, but I believe there is a limit in place on how many OPs can be in range. I believe 10 are the limit for that.
    Envision Entertainment Community Liaison
  • SpeirFein
    89 posts Member
    edited October 2019
    Can you further explain what you mean by OPs in range?

    Will only 10 spawn within 6.5 spaces of the tunnel in a 24 hour period?

    I feel like I am beating a dead horse, but you are confirming that follow-up outposts are included within the 24 outposts spawned within the 24-hour time frame?

    If that's so then the amount of outposts per base (assuming 5 bases) is between 4 - 5 in a 24 hour period.
  • IIRC its the same range for detecting player bases and spawning OP NPCs.
    Before looking for player bases the game checks how many OPs are already present and then decide whether to evaluate player bases. If there are already 10 OPs in range then no new OP is generated.

    So in a way, you can farm 24 OPs over the course of 24h, but there will always only ever be a total 10 around at the same time.
    Envision Entertainment Community Liaison
  • Thanks for clarifying @EE_Elephterion.

    From the information provided above, it is better for an alliance to design a farm area where multiple tunnels are activated by 5 bases so there are enough outposts for everyone to shoot rather than group multiple bases near a single tunnel.

  • I have not seen anywhere in here that talks about the blocking of tunnels, will lower level attackers block tunnels from spawning outposts, or is that just a myth?
  • @gamerdruid , please lock thread. Old and outdated.

    @chrissaces2 , please see current thread with updated information here; https://forums.ea.com/en/commandandconquer/discussion/256766/mechanics-of-spawning-camps-and-outposts#latest

    ...and no, anyone claiming they can "turn off tunnels" is crazy. There is no such code, it is impossible.
This discussion has been closed.

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