Spawn tables and cog types in TT
Anyone here experiment with making certain types of cogs show up on streets?
Here's my thought.
First, the distribution of the factions (law, sell, etc.) of cogs on the street seem to be clearly linked to the number and type of cog buildings on the street. It makes sense, since lots of times you see cogs walking out of buildings; the more Sellbot buildings, the more Sellbot cogs that end up being generated. The more Sellbot cogs, the more likely it is that a cog who takes over a toon building will be a Sellbot, so more Sellbot buildings.
Aaaaanyway. When I need, say, Glad Handers, I just go to a street with a couple Sellbot buildings that supports cogs of levels that Glad Handers can be and start whacking cogs. At some point cogs start to spawn - whether the whacking takes the number of cogs below a certain setpoint or they just spawn at random isn't celar - and because of the buildings it's likely that the spawned cogs will be sellbots. And if it's a level 4-6 street, it's likely that the spawned sellbots will have Glad Handers.
Has anyone ever done research on cogs killed vs. types of cogs generated vs. cog buildings on a street? With cog radar, it makes taking the data points easier...if no one has worked that up I'll take a crack at it over the next while.
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Felix M. Cattus...a lanky purple cat on the open server dressed like an engineer on a field day.
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