Drazhya Posted November 5, 2014 Share Posted November 5, 2014 Between Harvester, G3, Stalker and now as many as 3 or more syndicate hit squads, seems like I'm getting jumped by something every fifth mission or so... usually the hit squads. Harvester and G3 marks are fairly easy to lose and keep lost. Stalker is much harder to lose if you do a decent number of assassination missions, but still requires a trigger for each mark, and is generally rare enough its not a huge deal. The hit squads, on the other hand, can spawn in every single mission so long as you're negative with their faction, which is likely to be 'all the time' from the moment you first go negative with them. Two ideas are either a mission number-based cooldown - such as 'can't spawn for 20 missions after their last visit' - or a rep-based cooldown - such as 'can't spawn until 2500 more rep is lost since their last visit'. Thoughts? Link to comment Share on other sites More sharing options...
Regar Posted November 5, 2014 Share Posted November 5, 2014 i love the extra exp this guys gives me for free, i'm fine with the syndacates trying to kill me at least once every day Link to comment Share on other sites More sharing options...
direcyphre Posted November 5, 2014 Share Posted November 5, 2014 Been seeing them quite a bit myself as well, but then I'm one of those poor saps who is doing Steel Meridian/Red Veil. Some sort of cooldown sounds like it would make sense, rather than "4 x (whatever percentage of spawn rate)." Link to comment Share on other sites More sharing options...
Fatfunker Posted November 5, 2014 Share Posted November 5, 2014 unless they get something unique to drop (weapon OR cosmetic ect..) then yes i agree with your ideas. i wish stalker would spawn as much as the hit squads :( Link to comment Share on other sites More sharing options...
Davoodoo Posted November 5, 2014 Share Posted November 5, 2014 I wish i could be you, im hunted by perrin red veil zanuka and stalker, but they do piss poor job at hunting me since they couldnt locate me since u15... Link to comment Share on other sites More sharing options...
LukeAura Posted November 5, 2014 Share Posted November 5, 2014 I'd say based on time might be better. You have a chance at being attacked once every 24 hours or so. Link to comment Share on other sites More sharing options...
Aka_Miso Posted November 5, 2014 Share Posted November 5, 2014 (edited) I wish instead of exp they gave an a large amount of rep depending on what faction is attacking you regardless of what sigil you have on, then I'd be happy with these guys coming after me Edited November 5, 2014 by Sasoka Link to comment Share on other sites More sharing options...
Drazhya Posted November 5, 2014 Author Share Posted November 5, 2014 (edited) I feel I should clarify... They're very rarely capable of killing me, much less actually pull it off, so it's just more xp for me, however... You can start getting rep as early as mastery 3. You can probably easily get enough rep to start seeing these guys by mastery 4, maybe 5. Considering the kind of gear a player can expect to have at that point, getting regular visits from these guys that practically can't be abated seems a bit much (except meridian's squad I suppose. Oh no, rollers! Whatever shall I do!). For that, the rep-based timeout seems most practical. Or just bump up the mastery requirement for getting visits from hit squads or something. Beyond that it just seems a bit odd to be getting such visits so often. Edited November 5, 2014 by Drazhya Link to comment Share on other sites More sharing options...
Regar Posted November 5, 2014 Share Posted November 5, 2014 (edited) I feel I should clarify... They're very rarely capable of killing me, much less actually pull it off, so it's just more xp for me, however... You can start getting rep as early as mastery 3. You can probably easily get enough rep to start seeing these guys by mastery 4, maybe 5. Considering the kind of gear a player can expect to have at that point, getting regular visits from these guys that practically can't be abated seems a bit much (except meridian's squad I suppose. Oh no, rollers! Whatever shall I do!). For that, the rep-based timeout seems most practical. Or just bump up the mastery requirement for getting visits from hit squads or something. Beyond that it just seems a bit odd to be getting such visits so often. maybe you are right then we need a time/mastery rank formula ... something like 1week as default time and then some scaling according to the rank rank 0-1= 7 days rank 2-4 = 4 days rank 5-9 = 3 days rank 10-14 = 2 days rank 15 = 1 day rank 16 = 12h rank 17 = 6h Edited November 5, 2014 by Regar Link to comment Share on other sites More sharing options...
Davoodoo Posted November 5, 2014 Share Posted November 5, 2014 maybe you are right then we need a time/mastery rank formula ... something like 1week as default time and then some scaling according to the rank rank 0-1= 7 days rank 2-4 = 4 days rank 5-9 = 3 days rank 10-14 = 2 days rank 15 = 1 day rank 16 = 12h rank 17 = 6h You do realise you need mr3 for syndicates?? Link to comment Share on other sites More sharing options...
Cruentus4656 Posted November 5, 2014 Share Posted November 5, 2014 maybe you are right then we need a time/mastery rank formula ... something like 1week as default time and then some scaling according to the rank rank 0-1= 7 days rank 2-4 = 4 days rank 5-9 = 3 days rank 10-14 = 2 days rank 15 = 1 day rank 16 = 12h rank 17 = 6h That's a bit extreme. Also, as was mentioned, syndicates start from 3. But I'd say from MR6 at the latest it should be the same timer for all, if any timer is applied. At MR6 you should be able to handle it well enough that wouldn't need a timer like this to keep them away, compared to higher MR. Sure, higher MR has it even better but there's no difference between MR8 and MR17 in (potential) power. Link to comment Share on other sites More sharing options...
Regar Posted November 5, 2014 Share Posted November 5, 2014 (edited) You do realise you need mr3 for syndicates?? that doesn't change the idea behind my suggestion xD That's a bit extreme. Also, as was mentioned, syndicates start from 3. But I'd say from MR6 at the latest it should be the same timer for all, if any timer is applied. At MR6 you should be able to handle it well enough that wouldn't need a timer like this to keep them away, compared to higher MR. Sure, higher MR has it even better but there's no difference between MR8 and MR17 in (potential) power. i get what u are saying, i was trying to give everyone wha they wanted, i'm sure that all the rank 17 out there are ok with killing minibosses every couple of missions... anyway .. i don't care that much Edited November 5, 2014 by Regar Link to comment Share on other sites More sharing options...
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