chaotic_idealism Posted July 24, 2022 Posted July 24, 2022 You know how you have to wait 20 minutes if you die or ghost before you can spawn in again? I was observing and noticed that there's apparently no cooldown timer on spawning in as various mobs. In this particular round, a traitor xenobiologist summoned golems repeatedly--and the second the player controlling the golem died, they were able to go back to the xenobiologist and be spawned in again as another golem. No cooldown. This let the xenobiologist spawn in five golems one after the other. Deadchat agreed that this was quite odd, and that there should be a cooldown. Perhaps not 20 minutes, necessarily, but some sort of cooldown. That would make the xenobiologist vary their strategy, let other people have a chance at controlling a golem, and make the destruction of the golem matter much more in the plot of the round.
Arrow768 Posted July 24, 2022 Posted July 24, 2022 Personally I do not see the need for a spawn timer in this case. The number of golems is limited by the number of raw materials available. Regarding: "letting other people have a chance at controlling a golem" - From what I saw there were additional golem spawns available that could have been used by anyone present.
chaotic_idealism Posted July 25, 2022 Author Posted July 25, 2022 (edited) Raw materials are quite easy to come by in Xenobiology. Ten dark purple slime cores and you could be creating golems all day. The limiting factor is players willing to inhabit your golems. Edited July 25, 2022 by chaotic_idealism
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