Bio Engineer Archive
Thread: Critical Failures
Just thought I would add to this mess. I think I am getting some kind of failure on heavy harvesters about 60% of the time - either during construction or during experimentation. Maybe one third of the heavy harvesters I make (with quality materials, etc., etc.) come out decent. What a joke. This is utterly devastating.
Albjorus wrote:
Just thought I would add to this mess. I think I am getting some kind of failure on heavy harvesters about 60% of the time - either during construction or during experimentation. Maybe one third of the heavy harvesters I make (with quality materials, etc., etc.) come out decent. What a joke. This is utterly devastating.
And yes, the high quality materials ar high UT, SR, HR, or whatever the schematic says.
This is how things currently work:
1 crit fail = lose 14% of experimentation.
That's right... a crit fail not only eats the one point, but 2 great successes as well.
This is how I would like it to work:
1 crit fail = lose 14% - 1% (depending on how good/bad the station is)
Let's face it... a good station should stop us from completely ruining our project, just because it has those great microsensors and conrtol units monitoring it.
For those devs that want a formula already made, here it is:
CritExperimentaffect = -14 + (((Functionality Rating +45)/90)x 13)
Granted, that's an overly simplistic formula, and you'd want to adjust it a bit to have a larger impact at higher functionality ratings, but you get the idea.
I am of the opinion that critical failures are entirely random, and that no bonus number in the game affects them whatsoever. I have been keeping records of artisan mission critical failures for months, starting from when I was a newbie novice artisan and I first saw artisan mission terminals. The rough statistics show a failure rate of about 7% no matter what. These statistics are comparable to the statistics I kept on wall grinding.There might be a slight effect from repeated use of the same crafting tool, but I don't do this often enough toget good statistics. There might be an INCREASE in critical failures from being close to a crafting station. I suspect there is a certain critical failure percentage hard coded into some aspects of the game. The more actual commands being generated by the game's engine, the more likely a critical failure will occur. For me, critical failures seem to occur more often in the proximity of a crafting station. The presence of a crafting station would tend to trigger more decisions in the game engine, hence greater probability of a critical failure even in initial assembly. I am sure this is a deep design decision, prompted by theperceived need to ensure some "thrill" in crafting.
I do believe that critical failures are generated differently than experimentation success. That is, experimentation modifiers are applied only during the experimentation phase, after the critical failure chance is computed.
Schematics, of course, are the way to beat critical failures in the long run. The problem with schematics on heavy harvesters and other large structuresis obvious. How does one accumulate the500Kor so NAMED resources needed toguarantee sufficient crated components for an efficient run, without being independently wealthy in the first place?
Saego Kennar, Master Architect, Wanderhome.
Anyone else having problems with critical failures? Before the "hotfix" I would occasionally get critical failures on my pets - it was painful but only happened every now and then so it wasn't something I was going to complain about. Today I have over 50% critical failures on both genetic templates and pets. I'm doing everything else the same as before, its just that I now get critical failures over half the time.
Any ideas or suggestions on this one?
Ka'rar
I've also been getting crit failures with more frequency. It seems that they upped the frequency for failures. Perhaps they determined that there were too many creatures being born into the world by our hands and raised the failure rate to compensate?
Oh well.
Did some experimenting. No difference when using a chem unit in a droid I have, a chem crafting station public and the 34+ one I have at a house. Some kind of failure on every component during experimentation. The people B stims I make now are less powerful then the people A stims I use to make with no experimentation? And this is with the same ingrediants. (I have over 100k of the needed ones of each type at the house!) I am a master medic also and my b stims today come in at around 110. 110 lol thats not even a good A stim. I'd have to say the powers to be got angry when we complained about the clone nerf and decided to show us good and proper!
Thanks for the responses. At least now I know that it is not just me.
So, the next question I have:
How do we go about submitting this higher up for review? If it is not intentional, I'd like to at least get it added to the list of things for the devs to look at for the BE profession. Yes, I know that there are many other things on that list, but I'd like to at least get this added so that there is a chance that it will be addressed at some point in the future.
Ka'rar