100 items then 100 * 1 / ( 1 + scan interference).įrom what you've said I'm guessing its the former (not the latter). Is this for all your illegal items or for each illegal item This here is why this game is so good- because of ideas like this. And once again endless-sky comes up with the perfect idea for solving a balance issue. 5 interference, so you will need 6 to evade 75 of them but only 2 to evade 50 of them. Also love the new pirate smuggling jobs- finally a use for interference plating other than boarding. For example, if 'scan interference' is 3 you evade 75 of scans. The breadth of materials, shapes and industries served is endless. scan interference: your odds of a scan of your ship discovering anything illegal you have are equal to 1 / (1 + scan interference). Thanks for the quick replay that really helps! Plating: Chrome plating, nickel plating and other kinds of metal can be applied via. (Note: the scanner "strength" is just its range, not its chance of finding commented 37 minutes ago So, 2 plates reduces your chance of a fine to 1/2, 4 reduce it to 1/3, etc. When you are scanned, your chance of the scan finding your illegal items is equal to: Atmospherics - interference in reception of radio communications caused by. Intended to help content creators test their. Apparent Horizon - the plane where the earth or water and sky seem to meet. Includes features that the all-content plugin does not have such as the ability to boost your combat rating and change your friendly/hostile status with factions of the game without having to save-edit. Or is it based on the Cargo Scanner or outfit scanner strength? If so (as the outfit scanner has strength 500) do you need 500/0.5=1000 Interference Plating to avoid being scanned? This seems unfeasible as it would cost 4000 outfit space. A plugin for Endless Sky that allows the player to access everything in the game in one place. The tool tip says Scan interference 0.5 to what does this refer? Do you need as certain amount of plating for a certain amount of illegal goods? If so is that based on the number or the illegal out fits or mass? I also asked on Github, the dev clarrified a few things I'll just repost here: Of course this will add extra penalty in money for each extra crew killed outside of your flagship, with the same system than in game, but in addition.Hey thanks. The more of these you install, the better your chances of evading detection. But with a limit somewhere, for exemple no more than the number of the crew in the flagship can be killed this can be a good system, because with a huge number you can have less man kills (your crews, of course.) if your attack power become high enough so in fact you will save lifes (lol). If you're in the habit of carrying illegal cargo or outfits, this plating increases the odds that a scan of your ship will fail to detect it. Of course that's a little weird because kill 100000 people to take one boat, well that's not really ethical. These are incidentally about the prices I'm looking. Example: If you find an opportunity to earn 100 credits per ton, one jump away, you would have to earn at least 150c two jumps away, 200c three jumps away (150c4/3), 250c four jumps away and 300c five jumps away. That's a bit realistic because when you have a lot of crew who attack simultaneously in a limited space, that's harder to organize so they are less effective than in smaller group. Likewise a profit four jumps away is worth 6/5 times a profit five jumps away. If you are really rich, you can theoritically take any ship, but you have to have thousands of ships, so it's not really possible. endless-sky commented Combat rating is stored internally as a number on a linear scale (up to 0.9.0, essentially the number of people you have killed after 0.9.1, it will be roughly twice the cost, in millions of credits, of all ships you've disabled). The sky was blanketed grey by a soft overcast, which is my preferred. The advantage is that it decrease with the number of extra crew, for exemple log(10000)x50 = 200 In my Interference exhibition in 2021, I used local sumac leaves, providing various. Initial attack power + log(2000)x50 = Initial attack power + 165 There are two examples within Trek of gravity failure on. Initial attack power+log(y)x50 y being the numbers of the other crew in your fleet, so for exemple you have 2000 extra crews in your fleet it makes : Because gravity plating is designed with a staggering amount of redundancy to keep it from failing. Gchapyzh maybe that a system could make that not too cheaty ? Something like
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