![]() If they have under 75 happiness when you place them and it goes up to 75 without any rushes or anything that also indicates the settlers in the proper room assigned and that they are happy. So if you have a settler or a child that becomes an adult, when you place them check the happiness. One other way to check if a settler is properly assigned is their happiness will goto 75% when assigned to a room they like. If you add one and it goes up say 40% to 42% that means you just placed someone in the room that should be assigned in another room. Say 40% rush with the placed settler, then you switch them and it becomes 38%, that's an indication that you have placed the right settler in the room. ![]() The ratio% goes down with the above additions and goes up if you place the wrong settler in the room. You can actually test it by moving the settlers in and out of rooms and then seeing what the rush ratio is. Though luck isn't as important as the other two, but does factor in. ![]() Settlers that are happy, properly assigned and have higher luck will succeed more. If your settlers in a room have low luck, poor happiness or are wrongly assigned, you're more likely to have fails. Which isnt even a debate, so I have no idea why people always try to argue luck being involved, when there is a governing system deciding your luck. The difference is overlord RNG vs real RNG. Point is, 1000 troops, means if 100 is lost, you pull back. I believe acceptable loss is 10%, I could be wrong though. So when people use the "bad luck" argument, its super annoying lol (Not saying you are doing that, but others do all the time)Īpply the same logic they are trying to use to justify troop loss in a military exercise for example. With some margin of error, but when you get 25/100, and people try to argue saying thats just bad luck, NO, that is 25%. I am not against a different more proper way of showing how it really is, its just pure BS for people to try and say this isnt rigged.ĥ0% is 50%. Which is fine, but they need to change it from a % based chance then. And not using rush too frequently is part of the game. Also rush risk is different based on difficulty such as in survival I believe. ![]() Rush food rooms, wait, and then rush different power rooms using Dwellers with High 'Luck' in those rooms instead. Originally posted by Borz DSPU:I feel like the game doesn't want you to rush the same type of rooms over and over again i.e power room after power room, for a good reason. ![]()
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