Maenara
May 30, 2014, 05:41 PM
First of all, this requires cooperation of an entire MPA. You can NOT accomplish this if you do not have commitment from everyone in the MPA. Every single person who doesn't do what they're supposed to is potentially 20 minutes lost.
As such, it would benefit anyone attempting this greatly to set up a group of 11 other people who understand what they need to do. (That said, I'm attempting to create such a group, if you want to volunteer, say so[Ship 2 only].)
First, each person in your group does their first two runs normally, making sure to open a third run before the end of the EQ period. At least four(I recommend six) people should be in their own party with no one else, and all the people in your group need to be in the same MPA as one another, obviously.
When that all is done, only 1~8 people enter the MPA at first(being in a party with someone who enters the MPA counts as entering it yourself). I recommend exactly six people in the beginning for a few reasons explained later. The other people that remain in the campships without starting the mission can AFK for some time.
The people who entered first play the EQ normally until none of those people can spawn anything anymore. Once that happens, one person, and one person only, that was waiting in the campship drops down and starts their mission. The others may now follow that person as that person spawns enemies and emergency codes for 10~20 more minutes. Once that person can't spawn anything else, another person waiting in the campship drops down, and the process repeats, until no one is left.
Using my recommended six people as the start ideally nets those first six people 170 minutes(Almost three hours!) total time of Driving Rain 2, instead of 50. The first person to drop down gets 150 minutes, the next 130, the next 110, the next 90, and so on, with the last person to drop down only getting 50 as normal.
But wait! Why would someone agree to AFKing in a campship for 100 minutes just so everyone else can get bonus time? That's why you need to establish a rotation list. Each person gets to be the first in the MPA 6 times in a row(If you start the MPA with six people), then they become the last to drop down, then second last, third last, and so on. This makes things fair and makes people more likely to cooperate and agree to your terms.
Why start with six? While starting with one person only would give that very first person a grand total of 290 minutes, that creates a few issues. First of all, the rotation would take extremely long for anyone to get to be first. Second of all, starting with only one person leads to very low spawns until 80 or so minutes in when 4+ people are in the MPA. Third of all, even with six people in the beginning, you still run the risk of overlapping with a completely different EQ, and that's just crazy.
If someone in your group is absent for a given Points EQ, I recommend starting with one less person than six for each person absent, unless more than two people are absent, at which point, you should start with 4 people, and simply play normally at a loss of 20 minutes per person absent over 2. Alternatively, have extra people who can fill in.
In any case, are there any volunteers that would like to attempt this on Ship 2 to see how it pans out? I'm sure it works perfectly fine, but it never hurts to test it out. If you'd like to volunteer, say so.
As such, it would benefit anyone attempting this greatly to set up a group of 11 other people who understand what they need to do. (That said, I'm attempting to create such a group, if you want to volunteer, say so[Ship 2 only].)
First, each person in your group does their first two runs normally, making sure to open a third run before the end of the EQ period. At least four(I recommend six) people should be in their own party with no one else, and all the people in your group need to be in the same MPA as one another, obviously.
When that all is done, only 1~8 people enter the MPA at first(being in a party with someone who enters the MPA counts as entering it yourself). I recommend exactly six people in the beginning for a few reasons explained later. The other people that remain in the campships without starting the mission can AFK for some time.
The people who entered first play the EQ normally until none of those people can spawn anything anymore. Once that happens, one person, and one person only, that was waiting in the campship drops down and starts their mission. The others may now follow that person as that person spawns enemies and emergency codes for 10~20 more minutes. Once that person can't spawn anything else, another person waiting in the campship drops down, and the process repeats, until no one is left.
Using my recommended six people as the start ideally nets those first six people 170 minutes(Almost three hours!) total time of Driving Rain 2, instead of 50. The first person to drop down gets 150 minutes, the next 130, the next 110, the next 90, and so on, with the last person to drop down only getting 50 as normal.
But wait! Why would someone agree to AFKing in a campship for 100 minutes just so everyone else can get bonus time? That's why you need to establish a rotation list. Each person gets to be the first in the MPA 6 times in a row(If you start the MPA with six people), then they become the last to drop down, then second last, third last, and so on. This makes things fair and makes people more likely to cooperate and agree to your terms.
Why start with six? While starting with one person only would give that very first person a grand total of 290 minutes, that creates a few issues. First of all, the rotation would take extremely long for anyone to get to be first. Second of all, starting with only one person leads to very low spawns until 80 or so minutes in when 4+ people are in the MPA. Third of all, even with six people in the beginning, you still run the risk of overlapping with a completely different EQ, and that's just crazy.
If someone in your group is absent for a given Points EQ, I recommend starting with one less person than six for each person absent, unless more than two people are absent, at which point, you should start with 4 people, and simply play normally at a loss of 20 minutes per person absent over 2. Alternatively, have extra people who can fill in.
In any case, are there any volunteers that would like to attempt this on Ship 2 to see how it pans out? I'm sure it works perfectly fine, but it never hurts to test it out. If you'd like to volunteer, say so.