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Size of Away team

rogue6800rogue6800 Member Posts: 213 Arc User
I am aware that you cannot change the size of an away team, but how can I prevent BOFFs from spawning?
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  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited February 2015
    There really isn't a way to do that (at least reliably.) The away team is unfortunately a permanent fixture.
  • rogue6800rogue6800 Member Posts: 213 Arc User
    edited February 2015
    I have heard that spawning on certain objects prevented BOFFs but allowed players, have you ever had/seen any success with the "spawn-point-in-a-corner" trick?
  • schlatnakschlatnak Member Posts: 14 Arc User
    edited February 2015
    rogue6800 wrote: »
    I have heard that spawning on certain objects prevented BOFFs but allowed players, have you ever had/seen any success with the "spawn-point-in-a-corner" trick?

    These kind of tricks have a nasty habit of being unpredictable and breaking. A lot of the time we just have to ask players to rally their team to one side.

    One possibility is you could start with a transporter room , rally them out of the way and do a beam down trick despawning the transporter.

    Trouble is, soon as you re spawn in combat they will appear with you again.
  • antzudanantzudan Member Posts: 231 Arc User
    edited February 2015
    If you want a smaller away team the best I can think of is to set the ones you don't want to stay in one point when you first beam down then leave them behind.
  • rogue6800rogue6800 Member Posts: 213 Arc User
    edited February 2015
    Thanks for the input, that advantage for me is that there is no combat in my story, so respawning isn't a problem. I think I may as well ask my players to get the BOFFs to rally at the start of each level.
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  • rogue6800rogue6800 Member Posts: 213 Arc User
    edited February 2015
    westmetals wrote: »
    It might be possible to set your spawn point facing outward with your back into a corner made of two placeable walls (not preset map walls)... this might force the BOFFs to spawn on the other side of the walls and be unable to follow.

    I'm not certain that would work, but it's a theory.

    If that works... if having a valid path to reach you is necessary, it might be possible to "trick" that by leaving a small gap in the wall which is too small to pass through. You might also be able to kill the BOFFs by putting an EV-suit-required zone where they spawn.

    Unfortunately these are very unrealistic measures and can be messy telling the players how your mission works. Thanks for the suggestion though, I will investigate your pathing solution.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2015
    Honestly, I wouldn't go too far in search of ways to get rid of boffs, since it's best to make the mission group friendly.

    Simply telling the player to leave them at the start is probably best for most situations since it doesn't have a downside.
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  • rogue6800rogue6800 Member Posts: 213 Arc User
    edited February 2015
    Honestly, I wouldn't go too far in search of ways to get rid of boffs, since it's best to make the mission group friendly.

    Simply telling the player to leave them at the start is probably best for most situations since it doesn't have a downside.

    It is probably the most reliable and easiest way to do it. For my purposes, I do not want there to be anymore than one player.
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  • rogue6800rogue6800 Member Posts: 213 Arc User
    edited February 2015
    Sorry, my last post was a little unclear. My bad. I meant to say that the EV suit approach would be inappropriate in certain contexts, and having the BOFF's back to the wall wouldn't work, however, leaving gaps with building block walls is something I will investigate, and my thanks for that suggestion.
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