1 Dec 2007 05:48
Re: combat notes
Kevin R. Bulgrien wrote: > Don't know if you thought about it, but another option might be to limit how > many mobs a generator can produce, and keep the number quite low. I have no > idea how difficult that would be... but the quantity might be set in the arch > and adjustable in the map. That might reduce the impact to existing maps to > the point where rework becomes less of an issue. From a brief look at the code I did last night when I disabled it, it does seem like it is possible to limit output. First of course is deciding that removing generators is the right thing to do. I'm not 100% sure if that is the case or not (or maybe not removing, but greatly changing them). If it is, I'm not sure if a 1 size fits all change actually works. For example, a case would be made that the newbie tower could just have those generators removed and map is fine - if they produce monsters, really isn't much point. Some maps perhaps have more limited uses - in the dry well, at least given the number of generators and size of the room, if the generator only made 2 monsters, it would fill up the room and be fine. But in the case of the undercity, in some cases there are few generators in a large space, so if those generated 10 monsters each, they may be appropriate. I _think_ generators are much more prevalent at lower levels - there are certainly higher level maps that have generators, but not in the same volume.(Continue reading)
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