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???
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???
0
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Replies
Awesome update, thank you.
So to recap/correct;
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.
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.
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?
I think all your questions are already answered already but I can dissect the topic further so lets go through it step by step.
Not really, Only offense level counted, and only for activation/spawn chance.
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.
I think with my answer above this was also answered.Could you clarify Soixie's point 7?
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?
Above answers this I think. A fully activated tunnel will however spawn another camp with certainty.
It appears some information above was outdated, so I updated the posts.
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.
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.
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.
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.
@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.