![]() This tactic is particularly useful for high work buildings such as royal beds, as it both alleviates the high workload on the good builder and allows their "apprentice" to grind experience. At skill level 6 you can expect a character to stop wasting material value from crafting.Īs quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. Value" column gives the average market value multiplier for that skill level. The mean quality becomes "normal" at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of "normal" quality (median quality). Result" shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc. Expected values by skill level of the crafter are given in the table below. When an item requiring a quality is crafted or built, that is, when crafting finishes, the quality is randomly determined using a standard distribution. They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in ancient shrines. Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases. If a crafted or built item is at least masterwork, there will be a proper letter that a colonist has created a masterwork / legendary item. This is only meant to add depth and has no further effect. If a crafted or built item is at least excellent, a piece of random artwork will be engraved on it. Note that this is NOT a factor, but instead a flat bonus. In addition to the general effects listed above, quality also affects several factors unique to furniture and buildings that provide recreation. In addition to the general effects listed above, quality also affects several factors unique to apparel and utility items. In addition to the general effects listed above, quality also affects several factors unique to weapons, both ranged and melee. See respective pages for more detail on rounding. ![]() Note that market values above 200 and beauty above 100 will be rounded to nearest 5. ^C This only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an eltex helmet, not items that just offset psychic sensitivity, like the psychic foil helmet or prestige marine armor. ^B This factor does not apply to the damage taken by apparel from being worn. ^A This multiplier will not be applied to negative beauty scores. 3.2.2 Quality with Production Specialist + Inspired CreativityĮffects of quality General Įffects that are common to several, or all, types of objects.3.2.1 Quality with Production Specialist.a doctor/crafter could research reasonably well even if research is not higher priority than his main jobs. I like a high research score on whoever is doing things that aren't always in need to be done - e.g. It simply is annoying that you have to choose between crafting the clothing/weapon your colony needs and building whatever needs building right now (especially if no one else can do it since quality is relevant). I like my constructor/crafter to be separate, even though they don't really hurt each other like above example. Also animals/brawler for the same reason - doesn't make a good hunter though. Shooting/Melee/Animals is another good combo because that guy can go hunt/tame and do reasonably well in a melee fight with the animals. They often will wander across half the map to hunt/tame and then return half-way because someone needs their flu shot or a hamburger. They want to hunt/tame but need to stay at the base to cook or tend to people regularly, resulting in conflicting priorities. ![]() A bad combination would be animals/shooting with medicine/cooking. This colonist will stay inside the base at all times, because his skills allow it. Some combos are more specific and those are the ones I'm more interested in.įor example - someone who is good at growing, medicine and cooking. But no matter what he is good at, that will be a top-notch colonist. Whatever type of player you are, you still like to see certain combination of traits and/or skills.Ĥ% better break threshold, 175% global work speed. Some are very picky when it comes to starting colonists and colonists that join, others will make due with anyone.
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