Running Out Of Crime
Of course, there is a potential fail state of this whole premise: What if the players just win super hard? What happens when there are just no mobs left anywhere?
The answer is that this has to be hard enough to do that if players pull it off, we can just pat them on the back and tell them “good job.” Remember that when an enemy group is totally defeated within a neighborhood, they can spawn into a random empty hideout immediately. This means that the more players put the hurt on gangs, the easier they make it for any totally eliminated gang to bounce back. In order to take out all gangs, players will need to coordinate to push each of them into a single hideout, which will constantly disgorge mobs for them to beat up, until they’re ready for the decapitation strike when they take out all hideouts simultaneously (leaving behind some heroes to take out the mobs who spawn while the hideout-clearing team is inside – because hideouts don’t stop spawning just because someone’s inside them!).
Remember also that each neighborhood spawns based on a timer tied to the total number of players in the zone. One pack of about four mobs usually takes something like 30-60 seconds to defeat, let’s call it 45 seconds, counting the couple of seconds it takes to run from a beaten group to a fresh one. Any given zone has about five neighborhoods with about three enemy groups each in that neighborhood, which means about eighteen different hideouts spawn when no gangs have been wiped out (which is the norm whenever players are at all active in a neighborhood and only requires special intervention to prevent when it’s NPCs who’ve wiped them out, since NPCs will occupy the buildings left behind). Thus, each hideout needs to spawn one pack of three to four mooks every (45*18=) 810 seconds (thirteen and a half minutes), divided by however many players there are. At peak times and in popular zones, it’s not unreasonable for a single zone (particularly a newbie zone) to have a thousand or more players in it simultaneously, which would require new mobs to spawn in once per second (at this point, it’s probably wiser to switch over to spawning bigger groups, rather than spawning small ones more often, just in case the gang is pushed into a single hideout and needs to spawn all of these guys from the same door). Each of these guys can turn empty hideouts into new hideouts for their gang, which means players need to coordinate to form a frontline that prevents them from expanding, and the more players they bring in, the tighter that net needs to be in order to prevent enemies from slipping through and making new hideouts. If we just have a very large player population, what’s going to happen is that NPCs will be constantly spawning, wandering past emptied hideouts, and converting them into new hideouts.
I think all of this is sufficiently difficult that the only way to clear a zone completely is to coordinate a large group of players (probably a minimum of three dozen, in order to launch the simultaneous decapitation strikes on every enemy group in every neighborhood), and at that point, far from coding some method of preventing them from doing so, we should hand out badges to everyone who’s in a zone when it’s totally cleared of crime. They’d be some of the most coveted badges in the game, seeing as how that 36-hero team would only have a 22.5 second window in which to finish off all hideouts simultaneously before the spawning algorithm fires again and replaces any defeated enemy groups using any available empty hideouts.
Continue reading “A Better City of Heroes: Running Out of Crime”

