: new Random(uid.Id).NextAngle();
var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * RobustRandom.NextFloat() + minimumDistance, 0));
- var subOffset = RobustRandom.NextAngle().RotateVec(new Vector2( (playableArea.TopRight - playableArea.Center).Length() / 2 * RobustRandom.NextFloat(), 0));
+
+ // the line at which spawns occur is perpendicular to the offset.
+ // This means the meteors are less likely to bunch up and hit the same thing.
+ var subOffsetAngle = RobustRandom.Prob(0.5f)
+ ? angle + Math.PI / 2
+ : angle - Math.PI / 2;
+ var subOffset = subOffsetAngle.RotateVec(new Vector2( (playableArea.TopRight - playableArea.Center).Length() / 3 * RobustRandom.NextFloat(), 0));
+
var spawnPosition = new MapCoordinates(center + offset + subOffset, mapId);
var meteor = Spawn(spawnProto, spawnPosition);
var physics = Comp<PhysicsComponent>(meteor);