Difference between revisions of "Efficiency"
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For several of such actions ([[Research]], [[NERON Projects]], [[PILGRED]]) the efficiency of any character '''drops''' after each progress, and is only reset to its base level when ''another'' character does the same action: ''relaying'' is thus needed. | For several of such actions ([[Research]], [[NERON Projects]], [[PILGRED]]) the efficiency of any character '''drops''' after each progress, and is only reset to its base level when ''another'' character does the same action: ''relaying'' is thus needed. | ||
| − | == Random Actions == | + | == Random Actions: Success Chance == |
| − | In most cases, a failed random action will only generate a {{notification|private log}} but will, however, '''increase the efficiency''' by half. {{confirm|is it always by half?}}. | + | In most cases, a failed random action will only generate a {{notification|private log}} but will, however, '''increase the efficiency''' by half (or less). {{confirm|is it always by half?}}. |
On the other hand, '''any other action consuming {{ap}}''' will '''reset''' the efficiency to its base level. Including converting {{ap}} into {{mp}}. On the other hand, changing room when {{mp}} is available, lying down or eating do not consume {{ap}} and do not reset the efficiency. | On the other hand, '''any other action consuming {{ap}}''' will '''reset''' the efficiency to its base level. Including converting {{ap}} into {{mp}}. On the other hand, changing room when {{mp}} is available, lying down or eating do not consume {{ap}} and do not reset the efficiency. | ||
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| rowspan="1" |{{Equipment|AstroTerminal}}: '''scan''' | | rowspan="1" |{{Equipment|AstroTerminal}}: '''scan''' | ||
| 80% || colspan="8" | 99% | | 80% || colspan="8" | 99% | ||
| + | |- | ||
| + | | rowspan="1" |{{Item|Extinguisher}}: '''extinguish''' | ||
| + | | 50% || 62% || colspan="7" | ?% | ||
|} | |} | ||
Revision as of 07:24, 24 July 2014
There are many actions in Mush to which an efficiency is attached, given as a percentage. They can be classified into two categories:
- Progress actions, which are always successful, and are used for a greater task. The efficiency of all participants sums up, until 100% is reached and the task is complete.
- Random actions (repairing something, shooting someone, etc.), which may fail: the efficiency is the chance of success.
In both cases, the efficiency you get varies depending on many factors: the action itself, skills, items in inventory, broken equipment, etc.
Progress Actions
Main article: Relaying.
For several of such actions (Research, NERON Projects, PILGRED) the efficiency of any character drops after each progress, and is only reset to its base level when another character does the same action: relaying is thus needed.
Random Actions: Success Chance
In most cases, a failed random action will only generate a
Private log but will, however, increase the efficiency by half (or less).
Confirm: is it always by half?.
On the other hand, any other action consuming
will reset the efficiency to its base level. Including converting
into
. On the other hand, changing room when
is available, lying down or eating do not consume
and do not reset the efficiency.
The maximum efficiency is of 99%, meaning that a random action can always fail, even after 10 unlucky tries in a row.
TODO: correct table? can it be filled up the same way for all random actions (+50% at each try)?
| Action | Base chance (first try) |
Next tries | |||||||
|---|---|---|---|---|---|---|---|---|---|
| 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||
| Repair | 6% | 9% | 13% | 19% | 28% | 42% | 63% | 94% | 99% |
| 12% | 18% | 27% | 40% | 60% | 90% | 99% | |||
| 25% | 37% | 55% | 77% | 99% | |||||
| Turret: shoot | 30% | 45% | 67% | 99% | |||||
| AstroTerminal: scan | 80% | 99% | |||||||
| 50% | 62% | ?% | |||||||