Difference between revisions of "Experimentation Mechanics (Game Mechanics)"

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== Experimentation Mechanics ==
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== Experimentation Overview ==
  
  
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The limits on the "best" item you can make is determined by the hard-coded maximum at 100% experimentation,and resource quality. Resource stats determine both the maximum experimentation percentage and (along with the assembly success) the starting experimentation percentage.
 
The limits on the "best" item you can make is determined by the hard-coded maximum at 100% experimentation,and resource quality. Resource stats determine both the maximum experimentation percentage and (along with the assembly success) the starting experimentation percentage.
 
  
 
==Source References==
 
==Source References==

Revision as of 10:36, 16 May 2008




Game Mechanics - Experimentation Mechanics

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Experimentation Overview

Experimentation is the process by which a player increases the statistics on crafted items.

Almost every item that can be experimented on has stats . These stats are tied to particular experimentation categories. For example, Wind generators have two categories: Experimental Efficiency (tied to extraction rate) and Experimental Storage (tied to hopper size).

The experimental categories are displayed as percentages between 0% and 100%. The player experiments by allocating experimentation points of which whose quantity is determined by having experimentation modifiers. Every 10th value increase in experimentation modifiers, adds 1 experimentation point to the player. The success type of the experiment ("good success", "great success", "moderate failure") determines how much improvement (or deterioration) is applied to the experimentation percentage. For example, a "great success" increases the category + 7% for every point you spent; spend 5 points and get a great success, and the percentage increases by 35%.

Stats on in-game items have a minimum value (at 0% experimentation) and a maximum value (at 100%). The actual value of the stat is calculated using a linear scale between these two points and the experimental percentage you reached. You take the minimum stat value and add the stat range (Max - Min) times the experimental percentage.


For example:

Stat = [Base value at 0% experimentation] + ([Increase/%] x [Experimental Percentage])

To determine the Mass bonus gained from experimenting we take the base amount that the item starts with and plug in the maximum amount that it can be increased by along with the value we experiment the item to. The result is as follows:

X-Wing Blueprint: Mass = 97500 + (5000 x E)

with E = Experimental Percentage and 5000 = value of the item at 100% experimentation or in other words 5000 x 1.0 if E =100%.


The limits on the "best" item you can make is determined by the hard-coded maximum at 100% experimentation,and resource quality. Resource stats determine both the maximum experimentation percentage and (along with the assembly success) the starting experimentation percentage.

Source References

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