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Dunno if you knew but broodmother is still spawning double occasionaly


Fri Feb 22, 2008 6:22 pm
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The Earthforce Patroller in BO respawns in seconds, don't know if that's wanted

edit: It appearently despawns, too..

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Sat Feb 23, 2008 7:37 pm
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The guards in the rhino miniboss lvl despawn after about 3 mins.

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Tue Feb 26, 2008 12:12 am
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MagicSteve wrote:
Dunno if you knew but broodmother is still spawning double occasionaly


Thank you, I know about this one. I decided to just leave it in, so more players can get a kill. Is this a problem?

longname wrote:
The Earthforce Patroller in BO respawns in seconds, don't know if that's wanted

edit: It appearently despawns, too..


Ill take a look at it.
wasup999999 wrote:
The guards in the rhino miniboss lvl despawn after about 3 mins.

Fill me in, why is this a problem? What should I change it too?

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Tue Feb 26, 2008 2:39 am
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Cool I like double Broodmother. Useful for teaching newbies not to try and steal exp from older players.


Tue Feb 26, 2008 5:01 am
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Both the first and second Rhino levels are suppposed to be a 30 minute spawn time (if i remember correctly). They should spawn the same time as the Panther in the first lvl and the Sir in the second lvl respectively.

At the moment, its very very difficult to get to the actual Rhino boss (dunno if he's even spawning, supposed to be a 2 day spawn time) because by the time you could get a squad over there, you'd have 4 rhinos respawn on top of you which usually yields a quick death.

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Tue Feb 26, 2008 9:11 am
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Can you do anything about spawn triggers? Maybe make slaves not trigger spaws. This falls only remotely in this list but here you go.

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Tue Feb 26, 2008 9:56 am
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I'd also like to have slaves not trigger spawners because lag oftens make slaves float out and spawn GSA's etc in UZ.

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Tue Feb 26, 2008 9:57 am
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wasup999999 wrote:
I'd also like to have slaves not trigger spawners because lag oftens make slaves float out and spawn GSA's etc in UZ.


Sounds like a good idea, but i have to ask, are there ways this could be abused?

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Tue Feb 26, 2008 10:44 am
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SimonV2 wrote:
wasup999999 wrote:
I'd also like to have slaves not trigger spawners because lag oftens make slaves float out and spawn GSA's etc in UZ.


Sounds like a good idea, but i have to ask, are there ways this could be abused?


Like making fleet masters able to do (well at least try) endgame content without loosing 10x the cash then other classes??? Yea sounds broken imo.

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Tue Feb 26, 2008 2:14 pm
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Qu4NtuM wrote:
SimonV2 wrote:
wasup999999 wrote:
I'd also like to have slaves not trigger spawners because lag oftens make slaves float out and spawn GSA's etc in UZ.


Sounds like a good idea, but i have to ask, are there ways this could be abused?


Like making fleet masters able to do (well at least try) endgame content without loosing 10x the cash then other classes??? Yea sounds broken imo.


:/ that's not what i mean, i know fleet master is a bit screwed over atm, just was wondering if it would have a downside, cuz i couldnt think of anything off the top of my head.

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Tue Feb 26, 2008 2:43 pm
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costing 10x more

having to worry about 3-4 ships and your own (not like drones, because they stay in place)

overall suck (no offence)

lack of endgame power/ability

buggy stupid slaves



ok fine, theres no downside content wise, but the skill itself is a downside....

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Tue Feb 26, 2008 2:56 pm
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BAM5992 wrote:
costing 10x more

having to worry about 3-4 ships and your own (not like drones, because they stay in place)

overall suck (no offence)

lack of endgame power/ability

buggy stupid slaves



ok fine, theres no downside content wise, but the skill itself is a downside....


goz, i meant in making slaves not trip spawn triggers.

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Tue Feb 26, 2008 7:27 pm
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yeah exactly, its a small bonus

holding our weapons doesnt spawn GSA's does it?

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Tue Feb 26, 2008 8:11 pm
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A few DG bosses I kill frequently have gone from 15mins to nearly 30min respawn now, did you change spawn timers?


Tue Feb 26, 2008 8:25 pm
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