MA Spawn Count


AnotherDeadHero

 

Posted

I've created a one mission arc, made with custom enemy group. I've created at least 8-10 characters and set custom group to all of them. A great many of them are Lts. and Bosses because I'm looking to make a challenging set of missions for my tanks.

When I test my mission, the spawn count seems pretty low. I'm set to Unyielding but the most I see per spawn is 4 mobs. Is there a way to increase the spawn count to include more of the enemies I've created, or is this just because I can only test solo, and in teams I'll see a lot more? Is there also a way to increase the number of group spawns?


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

The system is using the same spawn rules that the rest of COH uses. It doesn't matter how many LTs or Bosses you put in, it always looks for minions first, then some LTs, and maybe a Boss if you're on a team.

The reason why some factions like Lost and Hellions and Freakshow spawn more bosses than, say, Longbow, is because they're hard coded in the game to have different spawn ratios for that specific faction. MA factions all follow the default spawning rules most factions follow.


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

Throw in some patrols, bosses, and objects. Each one of these adds another spawn.


 

Posted

[ QUOTE ]
Throw in some patrols, bosses, and objects. Each one of these adds another spawn.

[/ QUOTE ]

I'm not sure about that. I tired adding the max 26 bosses on a cargo ship mission, and i was nothing but boss groups.
No normal groups.

I think it just replaces them, not adds

But I could be wrong


 

Posted

[ QUOTE ]
I'm not sure about that. I tired adding the max 26 bosses on a cargo ship mission, and i was nothing but boss groups.
No normal groups.

I think it just replaces them, not adds

[/ QUOTE ]

By and large, yes, it just replaces a spot where there'd be a normal spawn and instead drops in your boss / patrol / whatever.

Object defense / destroy may work differently, though -- those key off Glowy Placement Spots, and then spawn some guards around it. Which means if you had a metric ton of destructible objects, you'd get the Endless Room of Freaks that was used for farming earlier today.

(If I'm wrong, correct me, MAsperts.)


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

[ QUOTE ]
Is there a way to increase the spawn count to include more of the enemies I've created, or is this just because I can only test solo, and in teams I'll see a lot more?

[/ QUOTE ]

You can test an unpublished mission with a team. Just form up and start your own mission. Remember nobody gets xp/inf or tickets, but you do earn MA badges.


 

Posted

[ QUOTE ]
[ QUOTE ]
Is there a way to increase the spawn count to include more of the enemies I've created, or is this just because I can only test solo, and in teams I'll see a lot more?

[/ QUOTE ]

You can test an unpublished mission with a team. Just form up and start your own mission. Remember nobody gets xp/inf or tickets, but you do earn MA badges.

[/ QUOTE ]

Good to know! I didn't think that would work. And I'll build in a few more minions to help the spawn size, with a few patrols and ambushes. It should certainly help the difficulty.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

[ QUOTE ]
Object defense / destroy may work differently, though -- those key off Glowy Placement Spots, and then spawn some guards around it.

[/ QUOTE ]

As far as I know those don't key off glowy placement spots. My understanding is that every spot that can hold critters gets filled by a static spawn or by a detail, so changing details doesn't directly affect the number of critters that get placed.

You can set details to be Hard, though, which generally makes that spawn bigger. So if you populate an entire map with Hard Patrol details, that's more critters than having no details at all, even though it's the same number of spawns.


And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines