Well, mixing the respawn rate, I had a good idea that I've tested today and worked well. Instead of circleing the mobs looking for thugs I dived among them, killed all the thugs I've found and when I had like 5 or 6 other on agro, just run for turret, garanteed thug respawn, less mobs on your way.
Interesting: so when you turret a mob it re-spawns guaranteed with the same maturity? Thanks for the tip. ______ Also added the Minimum Global level for the Oratan Prospectors, which is 10 ped or higher (most of them).
Nope, when he have _non_ Thugs on them (since he killed all Thugs at that moment), he Turrets all others, whom had on him (instead of shooting them). When you kill/Turret mob he will respawn, but since that mixed maturity area respawn have chances to bring some new Thugs as well. What reason to Turret Thugs, if he need them? Hope that more clear.
Hehe ty, that does make more sense yeah. I read it too quickly and missed the "all" part, so thought he meant aggro 5 other Thugs, and by turreting them it would somehow guarantee that the previous kills would re-spawn as Thugs, instead of the normal random maturities. So basically it's the same principal as killing off other maturities to get a random re-spawn back, but by free turreting instead of shooting? Still a nice tip.
On my test I was shooting only thugs, but getting aggro from other maturities, so when I see I will not stand much hits, literally run for the hills, where the turrets are, that made my average 2h hunt shrink to mere half hour with other 2 players on the field. Also remember, there are 2 spawns of prospectors near that base, main one is downhill, the other is on the way to the road (right side facing the base entrance), where most commit suicide walking towards the turrets. So the trick is not stay in one place but look on both spawns
Nice, thanks again for sharing. Added to the Loot list. _______ Also a general question: how do you calculate the hp of a mob? I wanted to sweat them to see how much hp each maturity has, so they could be added to the OP. Until I remembered that Oratan can't be sweated. (Which I don't get: they're not water or robotic mobs?) So does somebody know what the other method is to figure out the hp of a mob? Perhaps a silly question, but with most stats already being out there, I've never had a need to figure it out for myself. (Yes, it's very easy to get used to being 'spoon-fed'.) I've been looking around for some sort of 'formula', but I'm coming up empty.
Scan the mob to see its Stamina. Max HP = Stamina*10. Though I've heard that there are some exceptions with low level mobs that have HPs that aren't multiples of 10, but I'm not sure if that's correct.
Scan it, multiply stamina by 10. A mob with 6 stamina can have e.g. 65 HP, so this is not always accurate. edit: too slow ...but these days there are quite many exceptions - gallard has 15 hp, monura 12 (male) or 13 (female), also jori are off. Exceptions exist on other planets as well, the biggest I'm aware off are RT biker prospects.
Thanks Oleg and Haruto for the answer: that's an easier formula than I expected to get a broad hp estimation quickly. So going by the stamina, the hp for the Oratan Prospectors maturities are: Puny 10 hp, Thugs 50 hp, Bandits 60 hp, Thiefs 70 hp? Oh interesting, I didn't know they were mutants. I thought they were aliens who invaded the planet and massacred the ancient Arkadians. So presumably they mutated on some other planet? Or did they start to mutate on Ark because of a necessity to adapt to the environment here? Hehe, guess I have to re-read the back-story again, to see if there is a snippet of info about their origins. I have played very little on Caly (only tend to go there to pick up people and bring them to Ark): so I'm not familiar with mobs like Umbranoids. I looked up mutants on Entropedia, and Umbranoids are listed as "Developed Mutants". Which description kinda sounds like it could fit the Oratan too: "humanoid mutants which have attained a certain level of intellectual development and are therefore often seen with weapons such as whips, axes or even rifles." It seems a mob's class is defined by the sort of scanning skills you get from them? Seeing that all the mutants give "Scan Mutant" skills in the "Mutant Investigator" scanning profession. Except that the Oratan are not listed as "Mutant" class, but as "Oratan" class. With the Prospectors even being listed as "Oratan Miner" class. But even more confusing: only the Oratan Miners are listed as giving "Scan Mutant" skills. All the others (Axe, Lancer, Slasher and Prospector) are listed as giving "Scan Animal" skills. And as falling under the "Animal Investigator" profession. Since they can't be sweated, it would seem they are mutants. But their listed scans say otherwise. Which info is correct? So I'm uncertain: in the OP, under "Creature Type" (aka Class), should I list the Oratan Prospector as 'Developed Mutants', 'Mutants' or 'Animals'?
I scanned some oratan prospector punies back when there were only two spawns of them and am pretty sure I got Scan Mutant skill which would mean Mutant Investigator profession. Haven't tried scanning now. Entropedia isn't always right. ;0
The only purpose of the creature class field in Entropedia is to set a template for the names used as maturities (eg Animal is Young, Mature, Old etc). It's somewhat redundant since some planet partners chose to abandon the 'traditional' maturity conventions.
Any idea when spawns are going to get "fixed" Thugs were slow to do but doable mixed with few bandits and thiefs, But on bandit stage I spent easilly 2-3h to do the stage, and alwyas risk it someone stealing the bandits i tag if i dont use a 1 shot weapon, which makes it quite annoying.
I read a comment from one of the A-Team somewhere (cannot find the thread now ) where "next VU, possibly in March" was mentioned. But until I or someone else finds the actual post this is merely rumour. *goes on a scavenger hunt* *few minutes later* http://arkadiaforum.com/threads/oratan-puny-thug-mission-spoiler-ifn-mission-daily.11566/#post-85721