cargo-handlers
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Freejones912 (talk | contribs) No edit summary |
Uberrandom (talk | contribs) (Add. info for r&d berths) |
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*Reduce the Difficulty of a Gremlin | *Reduce the Difficulty of a Gremlin | ||
*Remove a Gremlin | *Remove a Gremlin | ||
To be specific, there are 3 different rolls you can get: | |||
# A stat bonus to one stat, | |||
# Unlocking an Advantage or Quirk slot (which also reveals that Advantage or Quirk if the slot is occupied), | |||
# Reducing the Difficulty of a Gremlin (which will either reveal the Gremlin if you have not seen it before, or remove it if your roll reduces the Difficulty of the Gremlin to zero). | |||
As you gain stat buffs, reveal hidden Traits, reduce the Difficulty of Gremlins, and remove Gremlins outright, your Research percent will increase towards 100%. A Blueprint may require dozens or even hundreds of R&D cycles to reach 100%, so please be patient Captain! | As you gain stat buffs, reveal hidden Traits, reduce the Difficulty of Gremlins, and remove Gremlins outright, your Research percent will increase towards 100%. A Blueprint may require dozens or even hundreds of R&D cycles to reach 100%, so please be patient Captain! | ||
Each Gremlin has a predetermined amount of "Difficulty" assigned to it. Every R&D cycle will reduce a Gremlin's Difficulty by -1, -5, or -10 and when the Gremlin's Difficulty reaches 0, its penalty is removed from the gear. Note that the penalty is not reduced by lower Difficulty, so a Gremlin at 100 Difficulty has the same negative effect on your equipment's performance as a Gremlin at 1 Difficulty. | Each Gremlin has a predetermined amount of "Difficulty" assigned to it. Every R&D cycle will reduce a Gremlin's Difficulty by -1, -5, or -10 and when the Gremlin's Difficulty reaches 0, its penalty is removed from the gear. Note that the penalty is not reduced by lower Difficulty, so a Gremlin at 100 Difficulty has the same negative effect on your equipment's performance as a Gremlin at 1 Difficulty. | ||
Gold R&D Berths give you an extra "roll" for your blueprint, which makes them valuable for equipment with a lot of difficult Gremlins and/or equipment that is expensive to R&D - fewer cycles means fewer resources spent. You can only have a maximum of 2 Gold | Gold R&D Berths give you an extra "roll" for your blueprint, which makes them valuable for equipment with a lot of difficult Gremlins and/or equipment that is expensive to R&D - fewer cycles means fewer resources spent. You can only have a maximum of 2 Gold berths, so make good use of them! When a blueprint has both stat boosts remaining ''and'' undiscovered Advantages/Quirks or remaining Gremlins, Blue berths will roll twice and Gold berths will roll 3 times. When a blueprint has ''either'' only stat boosts ''or'' only hidden Advantages/Quirks/unfinished Gremlins, Blue berths will provide 1 roll and Gold berths will provide 2. | ||
==Advantages, Quirks, and Gremlins== | ==Advantages, Quirks, and Gremlins== | ||
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#Press PRODUCTION to move onto modifying the Advantages and Quirks applied to the blueprint | #Press PRODUCTION to move onto modifying the Advantages and Quirks applied to the blueprint | ||
#If you are satisfied with the current Advantages and Quirks on the equipment, simply press BUILD, pay the resources, and wait for the timer to elapse and receive your gear | #If you are satisfied with the current Advantages and Quirks on the equipment, simply press BUILD, pay the resources, and wait for the timer to elapse and receive your gear | ||
If you want to add any Advantages or Quirks to a piece of equipment, this will incur a Difficulty cost, shown in the UI. In general, more powerful Advantages and Quirks will incur a steeper Difficulty cost <s>unless you are Treaty Violation</s>. When researched to 100%, all equipment will have 4 Advantage slots and 2 Quirk slots.[[File:Trait Example.png|none|thumb|600x600px|Traits can be selected. ]]If you choose to add Difficulty to a blueprint through the addition of new Advantages and Quirks, you will need to wait for the timer to elapse to see the damage. When you get the newly-modified piece of gear, it will come with around a dozen new Gremlins with total difficulty equal to that of the sum total Added Difficulty for the new Traits. Rev up those R&D Berths, because the gear will now go back into R&D to iron out all the shiny new Gremlins that were added as a byproduct of your new Traits, and which probably make your new gear nigh-unusable. | If you want to add any Advantages or Quirks to a piece of equipment, this will incur a Difficulty cost, shown in the UI. In general, more powerful Advantages and Quirks will incur a steeper Difficulty cost <s>unless you are Treaty Violation</s>. When researched to 100%, all equipment will have 4 Advantage slots and 2 Quirk slots.[[File:Trait Example.png|none|thumb|600x600px|Traits can be selected. ]]If you choose to add Difficulty to a blueprint through the addition of new Advantages and Quirks, you will need to wait for the timer to elapse to see the damage. When you get the newly-modified piece of gear, it will come with around a dozen new Gremlins with total difficulty equal to that of the sum total Added Difficulty for the new Traits. Rev up those R&D Berths, because the gear will now go back into R&D to iron out all the shiny new Gremlins that were added as a byproduct of your new Traits, and which probably make your new gear nigh-unusable. | ||
'''Note that Gold berths reduce the difficulty of new Gremlins caused by adding Traits - NEVER use a blue berth to add Traits to equipment! Use your blue berths for mass-producing finished blueprints, and use your Gold berths when you are preparing a new piece of equipment. This can save you days of R&D time, especially for complicated equipment''' [[File:R&D value reduction.png|none|thumb|R&D% will go back down due to the added Gremlins - just go back to the R&D grind]] | '''Note that Gold berths reduce the difficulty of new Gremlins caused by adding Traits - NEVER use a blue berth to add Traits to equipment! Use your blue berths for mass-producing finished blueprints, and use your Gold berths when you are preparing a new piece of equipment. This can save you days of R&D time, especially for complicated equipment!''' [[File:R&D value reduction.png|none|thumb|R&D% will go back down due to the added Gremlins - just go back to the R&D grind]] | ||
==What should I research first?== | ==What should I research first?== | ||
<blockquote> | <blockquote> | ||
Just join the Discord and ask around, you'll get multiple conflicting answers about what is the most important early | Just join the Discord and ask around, you'll get multiple conflicting answers about what is the most important early | ||
As a starting point: 1 good lightweight Director -> 1 good lightweight Rangekeeper -> a Scout plane (SOC-1 because it's perfectly good without any research at all - just R&D once to make it a blueprint and start printing them, it has no innate gremlins) -> a good | As a starting point: 1 good lightweight Director -> 1 good lightweight Rangekeeper -> a Scout plane (SOC-1 because it's perfectly good without any research at all - just R&D once to make it a blueprint and start printing them, it has no innate gremlins) -> a good DD gun that works at 100% R&D stock -> fish for traits -> start on custom gear</blockquote> | ||