Timmy51m wrote:
I have a quick question on encounters if someone is able to answer it.
Just for example, you take the jump gate from new york to texas. When you enter texas you will normally find outcasts duking it out with a few freighters and police etc.
That must mean that the jump gate zone encounter has spawned ships and also the outcasts patrol path encounter has spawned ships.
Two encounters are active.
Lets just say as often happens the outcasts destroy the other ships. Why is it that the jump gate zone does not continue to spawn ships?
You can sit there in god mode letting them shoot at you for ages and as the turrets on the gate eventually knock one out, another will soon spawn from the patrol path encounter to make the numbers back up. The jumpgate zone will never spawn new ships until you destroy the outcasts and no ships will come through the tradelane either.
If two encounters spawned ships when you entered the system, why is it that only one zone remains active and the other drops out.
Does one pop type take precedence over another? In this instance an attack patrol over jump gate. Is it supposed to simulate the area being dangerous so other ships don’t spawn, doesn’t really make sense seing as police are part of the jump gate encounter.
The patrol path encounter allows a density of 3 ships, and it was the surviving encounter of the 2 that spawned the initial ships. As a result no other ships are spawning. The jump gate encounter allows 10 ships density and has a quicker repop time so it is obviously not allowed to co-exist with the patrol path encounter otherwise ships would spawn. I wonder if there is something that can be hacked to allow both encounters to continue to spawn?
Maybe the problem is that the patrol path zone is very narrow, so that the outcast leave it when they attack the gate.