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Re: Alteration to Kerm Spawning

Posted: Thu Aug 29, 2013 12:56 pm
by Caladbolg
I say there should be a minimum of flying kerm at all time. when too much is mined, some more appear, allowing the team that didnt get kerm field to still get some kerm, even if its harder.

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 12:07 am
by Meanme
Caladbolg wrote:I say there should be a minimum of flying kerm at all time. when too much is mined, some more appear, allowing the team that didnt get kerm field to still get some kerm, even if its harder.
I second that notion. Having a mechanic that reads when 2 asteroids are left spawns 4 more and so on.

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 10:10 am
by WhyteDragon
Meanme wrote:
Caladbolg wrote:I say there should be a minimum of flying kerm at all time. when too much is mined, some more appear, allowing the team that didnt get kerm field to still get some kerm, even if its harder.
I second that notion. Having a mechanic that reads when 2 asteroids are left spawns 4 more and so on.
My only concern is that if one team picked up, say, six mining drones and just went for a fleeing strategy all game, the mining drones would inevitably pick up those flying asteroids consistently over time. I do not like the idea of Kermiculite being able to be massed up by excess simply by waiting around - I feel it should be worked for. The flying kerm at the start only provides so much, so you can't rely on it. But if it's infinite...

Yeah.

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 12:45 pm
by Caladbolg
you can always reduce the amount of kerm in flying rocks, making them an even poorer source.

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 3:50 pm
by Red-Rocket
My only concern is that if one team picked up, say, six mining drones and just went for a fleeing strategy all game, the mining drones would inevitably pick up those flying asteroids consistently over time. I do not like the idea of Kermiculite being able to be massed up by excess simply by waiting around - I feel it should be worked for. The flying kerm at the start only provides so much, so you can't rely on it. But if it's infinite...

Yeah.[/quote]

No, i know how those Drones work, they cannot get those green flying asteroids, The only time they get them is once they finish an asteroid and move on to another they prioritize green until it moves off (which is usually fast so drone only gets 3 or 4) They cant stop and mine green asteroid correctly.

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 4:08 pm
by Caladbolg
Unless they do a perfect kerm catch. but it's all based on luck.

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 4:30 pm
by WhyteDragon
Caladbolg wrote:Unless they do a perfect kerm catch. but it's all based on luck.
Kerm asteroids innevitably slow down over time simply because of various collisions.

EVENTUALLY they're going to be slow enough to be mined by AI miners, assume they don't get outright stopped.

I've seen AI miners grab me 90 Kermiculite before before 4 minutes of actual play time. Don't underestimate it, especially if you decide to spam the mofos everywhere.

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 6:05 pm
by Caladbolg
I've seen it too. that's why 10-15 kerm per rock could balance this into a smooth ''there's always kerm somewhere but you gotta work for it''

Re: Alteration to Kerm Spawning

Posted: Sun Sep 01, 2013 10:26 pm
by Red-Rocket
then unleash the wraiths, they have gotten cheaper

Re: Alteration to Kerm Spawning

Posted: Fri Dec 20, 2013 1:22 pm
by Caladbolg
Skimmed over the topic, what I understood