![]() Their damage is determined by the weapons you give them. Health is determined by the people's levels. For the raiders, the room does not matter.Having all your dwellers with 10 Luck and 10 in the romm-related skill yeld 0 % failure on first rush, increasing with each rush. I have heard reports that you can get 0% twice in a row with enough points. I so far have gotten one rush to 0% followed by a 6% chance of failure. I am not sure what the chance is to get caps but by going over the cap of the primary stat with luck, you can reduce the time and rush failure rate significantly. Luck adds towards this score for any room and also assists with the random caps bonus you can get.Basically this means that one worker with a stat of six is equal to six workers with a stat of 1.Dweller stats have diminishing returns on production cycle duration (having a dweller with 6 PER in a water room won't give half cycle duration as assigning a 3 Per dweller). Your workers then combine their appropriate stat together and reduce the time it takes for the resource to be produced. The time it takes for the resource to be made ready for collection is also an initial fixed time based on the same factors. That amount is directly tied to the size and upgrade level of the room. Each room produces a resource of a certain amount. ![]() Room production is very simple and straight forward.Radio Room bonus happiness is based only on the number of dwellers assigned to it (observation with a size 3 Radio Room, putting 6 dwellers with 1 charisma or 6 dwellers with 10+ charisma yeld the same 6% happiness boost). It is better to have single individual rooms for this (though I will admit I have not answered the door in over a month myself). A larger room will reduce the time a bit but not increase the chance at the end of that time of getting a new dweller. NOTE: The exception to this, from my knowledge right now, are the radio rooms.Running low on some resources though can make getting a single room more important. If you have the option to build in this manner then always do so. It is indeed cheaper to build one large room and upgrade it all at once than individual parts (upgrade discount is 25 % for size 2 rooms, 33% for size 3 rooms).Ok, I will address the issues as I come across them: What room is best to put near the vault door to protect from raiders? The strong people (power plant people). What strategies are people using to best maximize production, minimize cost, and minimize attack risk? More rooms that are small rooms or fewer but larger? End result is vulnerability that can lead to death or at least high health loss when're rooms aren't fully staffed. If the room gets attacked it will still get attacked by 3x the normal roach amount. If you moved people around then a combined room of 3 diners may only have 2 of the 6 (3 rooms x 2 dwellers each) possibles dwellers. That encourages larger rooms.īut there's risk with that. For instance it might cost 250 to upgrade a single water production room but if it's two combined it might cost 375 (a savings of 125 caps). Said differently, there's bulk discount pricing. It struck me that room upgrade prices seemed cheaper (on a per dweller slot basis) when upgrading a combined 2 or 3 room room. Essentially I want people's thoughts on layout strategy.
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