Bio Engineer Archive
Thread: Experimentation
This is a tough question mainly because you have to take a "roll" every time you click experiment. So, if you have one point spent and you get amazing success you get the amazing success worth of 1 point. If you have 5 points then it's like all 5 got amazing success.
However, if you do 5 and get a bad then that's 5 down, whereas if it was 1 it would only be 1 down.
I wrestle with this, and sometimes I play it like blackjack almost. ![]()
Hit me. Hit me. Stand!
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Howdy everyone,
I had more of a general crafting type question, but since I'm headed up the chef route...I thought I'd pop in and say hi and ask away. ![]()
When you are experimenting, you have a certain number of points to place...is it more beneficial to use these points one by one or to allocate them all at once and then experiment everything at the same time.
I guess I'm mostly wondering if the % increases for successful experiments stack with each other individually or if you get the same results doing them all at once?
I'm guessing it doesn't matter, but I thought I'd ask anyways.
Thanks in advance everyone!
-Raurra 0020 (Starsider)
I dont belive in the side bar telling you your chances of making something good. Because I have about +19 in experiment tapes in food and +10 in food assembly I still cant rely on that system to work correctly. Something the devs need to fix.
I do 1 at a time btw. Works best for me. Btw criticals should never hit 0 because if you mulitply anything by 0 its still 0.
Simple math I dont know what went wrong.
Slythetove wrote:
However, if you do 5 and get a bad then that's 5 down, whereas if it was 1 it would only be 1 down.
The way I approach it is this:
- If I'm making something for personal use, I'll experiment a little at a time, and take the luck of the draw.
- If I'm making something for a draft schematic to use in a production run, I'll use all points in one area (or as many as I want to dedicate) and keep tryinguntil I get amazing success. When I do, I'll do the same with the remaining points. Once I get the appropriate result, that's the schematic I will use.
Example - when researching StarShine Surprises, I'll use all my points in "quantity", which leaves me 1 left. I'll experiment, and if I get an "amazing success", throw that last point into effectiveness and experiement, knowing I already have the highest quantity. If the quantity shot fails, then I'll just junk it and start over.
hahaha
Thanks, Everyone. Looks like everyone has a slightly different approach. I guess I'll just have to play with it a bit and see which way suits me better.
hrmmm...gambler or impatient...gambler or impatient. ![]()
-Raurra
Ive actually found the best ratio for me is to experiment 3 points at a time. any lower than 3 and your waisting a exponential return on amazing or greats and any higher than 3 at a time and you double your chances of just a good or below.
Thats what works for me.
I have noticed that the more 'experiments', the longer the time to create certain items, and thus longer times in the factory.
I have yet to see a differentiation between an 'amazing sucess' vs. a 'great success' on prototypes of my Sunburns, but of course, this could be due to the quality of the gas in the final combine. Using +821 OQ gass, I get like 3%/7%/24%, which stays the same when I get an amazing. Amazing results on experimentation tho are good, andthere also appears to be a range of percent values for 'amazing', 'great'..
Sunburns I do until I get70% or more in quantity to get 7 uses, then use my additional point in quality (only have cooking III).
Garf
Factory times are set in stone for every item, and nothing about the experimentation can change that.
GarfBiocap wrote:
I have noticed that the more 'experiments', the longer the time to create certain items, and thus longer times in the factory.
Naturner wrote:
Factory times are set in stone for every item, and nothing about the experimentation can change that.
GarfBiocap wrote:
I have noticed that the more 'experiments', the longer the time to create certain items, and thus longer times in the factory.
I disagree. each round of experimentation seems to add to the complexity of the item and every point of complexity seems to add 8secs to the construct time.