Board Thread:Suggestions forum/@comment-26149161-20160310182226/@comment-26172435-20160312143653

Okay, here's some data from the biome code.

For many Northern biomes Gundabad spawns at night are coded in the same way as the spawns of rabbits and birds, like pests, so to speak:

GundabadOrc spawns with a weighted chance of 20 in groups of 4 to 6 individuals.

GundabadOrcArcher spawns with a weighted chance of 10 in groups of 4 to 6 individuals.

In Eriador the (day and night) spawns of Rangers is set at a weighted chance of 10 with groups of 4 to 4 individuals.

Another specific biome setting is the 'setGoodEvilWeight', which is 10,90 for Eriador. This modifies the relative weight chances to an extent, heven't looked into how this is exactly calculated though.

Without taking into account possible cave-spawns, we could propose to adjust these spawn settings to weights of 4, 2 and 2 for Orcs, OrcArchers and Rangers respectively, and set the group sizes to 12-24, 8-20 and 8-16, fro instance, to get an NOC presence that would better fit your proposal. Orcs will be less common and wander in bigger groups, while rangers are 5 times less common (as you suggested) and only wander in slightly bigger groups.

Note that in normal military patrols are mostly organized in groups of 8-12, while a platoon will consist of 3-4 groups. This has been like that in areas of significant military conflict / risk zones for ages. you just don't go about in danger zones in groups smaller than 8 ... unless one NPC represents more than one 'real life' individual of course.

''Note that I am definitely not a codemaster young loremaster. I can read some code, but my main skill is functional design. ;)''