More Possible Cache Locations on Map
Posted: 2010-11-28 22:48
My suggestion is that mappers create many cache spawns in close proximities (eg create possible caches for many buildings in the village, rather than just a few). Due to the new cache location logic, there won't be any issues of overlapping caches in a round, and will prevent any players from guessing the cache location based on experience.
An example to make my point more clear...
Take Operation Archer's main village as an example.
Currently, it has a few cache spawns, making it somewhat difficult to figure out which building the cache is in. However, with enough experience, a player could figure out that there are around 4 specific locations in the village where the cache usually spawns, and this makes it somewhat easy to figure out which cache it is when the marker appears.
If you add many new cache locations in the village, the game logic for spawning caches will make it so only one of those caches can spawn in any given round, but it becomes much, much more difficult for a player to guess out which building the cache is in.
Also to emphasize how this will help take the following, completely extreme, theoretical example...
1) Ramiel, with only 8 possible caches. Every round, you'll get the same caches (8 because it takes 7 to win but one extra spawns by round end so that you have two caches to choose from, of course).
2) Ramiel, with 150+ caches. Because of the game logic, the caches will still be spread out nicely but it will be nearly impossible for a player to guess out which location it is.
I don't know how practical that many caches would actually be, but the more the merrier I suppose.
An example to make my point more clear...
Take Operation Archer's main village as an example.
Currently, it has a few cache spawns, making it somewhat difficult to figure out which building the cache is in. However, with enough experience, a player could figure out that there are around 4 specific locations in the village where the cache usually spawns, and this makes it somewhat easy to figure out which cache it is when the marker appears.
If you add many new cache locations in the village, the game logic for spawning caches will make it so only one of those caches can spawn in any given round, but it becomes much, much more difficult for a player to guess out which building the cache is in.
Also to emphasize how this will help take the following, completely extreme, theoretical example...
1) Ramiel, with only 8 possible caches. Every round, you'll get the same caches (8 because it takes 7 to win but one extra spawns by round end so that you have two caches to choose from, of course).
2) Ramiel, with 150+ caches. Because of the game logic, the caches will still be spread out nicely but it will be nearly impossible for a player to guess out which location it is.
I don't know how practical that many caches would actually be, but the more the merrier I suppose.