Difference between revisions of "Experimentation Mechanics (Game Mechanics)"
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− | == Experimentation Rolls == | + | == Experimentation Success Rates & Rolls == |
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+ | Whenever a player clicks the Run Experiment button on the experimentation window, a process occurs to determine the type of event that will be given to the player. The result a player receives is based upon two things which will be called the Success Rate, and the Roll. | ||
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+ | '''Here's a model of how it works.''' | ||
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+ | '''Result = Rating + Roll''' | ||
+ | '''Risk = 100 - Rating (Any rating at 100 or higher shows as zero risk)''' | ||
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+ | '''Note: for assembly, insert Assembly modifiers for Experiment_Skill. As for points used, assembly has no allocation of points so this presents a problem with the formula for use with assembly.''' | ||
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+ | Roll: Random roll. Rolling below a limit will always give a critical failure regardless of your rating and above another limit will always give amazing success. (Think of it as in RPGs where an original 1 or 20 on 20-sided die overrides your base chance.) Research City, Bespin Port and maybe crafting stations and tools modifies your roll before checking the limits and thus lessens your chance of critical failures. As well as improving your chance for amazing success. (The impact of crafting stations and tools seems to be fairly small if any.) | ||
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+ | Risk: This is your chance of getting any kind of failure. Note that the lower results like marginally successful are not technically considered failures even though it feels like it. At zero risk you can no longer get any type of failure except critical from the override on the roll. | ||
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+ | Rating: Calculated from your experiment skill and modified by average MA on the resources and how many points you spend. 900 MA is a 10 skill bonus, 100 MA is a -10 skill penalty. Each extra point used at the same time is a -5 skill penalty. The formula for the rating is: | ||
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+ | <center><font size = 3>'''50 + (Average_MA - 500)/40 + Experiment_Skill - 5 x Points_Used'''</font></center> | ||
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+ | Average_MA is the MA of the resources weighted by relative quantity just like the experiment qualities and resources without MA are not counted. It is weighted by resource quantity If none of the resources have MA, the Average_MA is considered zero. Average_MA follows the same rules as if it had a hidden 'MA 100%' experiment line. Points_Used is how many points you spend at once. Points_Used is 1 if you only use one point. (If you try to spend points in multiple lines at once, you get penalized pretty badly and the formula changes a bit) With 75% chance, the red failure bar will show 25%. At 100% or above chance, the red bar is no longer visible. | ||
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+ | If you have 55 in skill, you get 100% with MA 500. At 100 skill you have 145% with MA 500. This means you can only test out the formula at a fairly low skill while the red bar is still there. | ||
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+ | Once you get 100% you can no longer get any failures, except criticals. But the system considers even marginally successful as a success. As you get higher above 100% the worst type of successes are gradually no longer possible. I believe that if your success rate is high enough, you can't get below great success either. | ||
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+ | But there are two parts affecting the experiment result and the other one is the experiment roll. The roll is basically a random number which is added to your success rate to give the final result. But the roll has special cases. Like RPGs where a roll of 1 or 20 on d20 will always hit or miss regardless of your base chance. So if the roll is below a certain number, it will force a critical failure, if it's above another number, it will force an amazing success. This ensures you can get amazing with almost no skill and that you can always get a critical. Fortunately things which gives bonus to your rolls are applied before checking for the special cases. Which is why you then get less critical and more amazing results. High enough bonus might theoretically prevent any criticals at all. | ||
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+ | This means that once you are above 100% (no red bar) you will only get failures from the roll and not from your skill. So things which affects the roll are more important to avoid failures. Like being in a research city or drinking Bespin Port. Both the success rate and the roll matters for getting more amazing successes, but for being able to use more points at once, probably only the skill matters. And there is a possibilty that there is a cap on your skill in this formula. But then you can't use the failure bar to test it out since your skill is too high to even get a red line. A force sensitive master crafter with +25 clothing would have a mean success rate without a cap. | ||
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+ | The MA is the surprise factor. Having 100 in MA will be just like losing 10 skill points, while 900 in MA is a 10 point bonus. Unfortunately this MA is considered zero if none of the resources have MA effectively giving a -12.5 skill penalty. | ||
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+ | I strongly suspected Complexity to affect the chance, since it rises as you experiment. But it doesn't affect the chance at all. Also testing with various levels of crafting stations from public to 40+, there is no difference either. But both of them may affect the roll instead. The only way to find out would be to do tons of experiments with the same materials and use statistics. I remember an old post from someone who did this testing, but can't seem to find it again. Anyone with a link ? | ||
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+ | And being in a research city doesn't affect the success formula either. But that is documented as affecting only the roll, so no surprise there. I have seen noticably better results from rolls in a research city than outside, but haven't done any tests on stations or complexity. | ||
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+ | With Novice Medic only, the red failure bar will normally show 57%. (100 - (50 + -12.5 + 10 - 5) = 57.5 which is then truncated to 57) | ||
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+ | Things that Affect Success Rate and Rolls are: | ||
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+ | '''Success rate''' | ||
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+ | * 1) Experimentation / Assembly Skill including skill clothes. Any possible cap is unknown. | ||
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+ | * 2) Mallability of the resources used. (Higher MA is better) | ||
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+ | * 3) Number of experiment points spent in each attempt. (Fewer is better) | ||
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+ | * 4) Force Experimentation modifiers. Adds to the experimentation skill modifiers to factor in for success rate during experimentation. | ||
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+ | * 5. Force Assembly modifiers. Adds to the Assembly skill modifiers to factor in for success rate during assembly. | ||
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+ | '''Roll''' | ||
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+ | * 1) Being in a Research City. | ||
+ | * 2) Drinking Bespin Port. | ||
+ | * 3) Crafting Tool Quality. | ||
+ | * 4) Crafting Station Quality. | ||
+ | * 5) Crafting Technique force sensitive skill modifiers act as a bonus to the roll. | ||
==Source References== | ==Source References== |
Revision as of 11:25, 16 May 2008
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Game Mechanics - Experimentation Mechanics
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