Politician Archive
Thread: Research Center bonus?
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Clamor
Tue Mar 02, 2004 9:25 pm
#1
I am the mayor of a city on Chilastrathat has the Research Center bonus. With this bonus we should be getting +15% bonus when experimenting.. however we have yet to noticethis in affect.. We've had the Center now for a good 3 weeks..
has anyone else noticed this as well?
ToranTT
Wed Mar 03, 2004 5:39 am
#3
It doesn't give you any direct bonuses as such, what it does is reduce your critical fails while experimenting, and increase the chance of good and amazing successes.
Likewise the Manufacturing bonus reduces CFs during assembly.
If you had Industrial society, you'd be better protected the whole way through the crafting process (pity they removed it).
Flynn_Nomad
Wed Mar 03, 2004 6:25 am
#4
ToranTT wrote:
It doesn't give you any direct bonuses as such, what it does is reduce your critical fails while experimenting, and increase the chance of good and amazing successes.
Likewise the Manufacturing bonus reduces CFs during assembly.
If you had Industrial society, you'd be better protected the whole way through the crafting process (pity they removed it).
Why did they remove it and the other master bonus combo thingy?
Laeren
Wed Mar 03, 2004 7:14 am
#5
We noticed that Research Center actually increased the number of critical fails for the duration we had it on our city. I had reports from 3 different crafters that they failed more when we had it.
We have taken it off our city - it's not work the 125k per week.
Avallach
Wed Mar 03, 2004 7:40 am
#6
Honestly, I'd suspect observer error on this one. Remember that you can only change specs once per week, but try some more scientific tests. (Easier to try with it on, stepout of city and try with it off. I find I have much better success inside our city than outside. Of course publish 7 will change experimentation in a big way, so hold on...
Andymantium
Wed Mar 03, 2004 8:23 am
#7
Check out this thread:
http://forums.station.sony.com/swg/board/message?board.id=armorsmith&message.id=28271
Chibi-Bar
Wed Mar 03, 2004 10:50 am
#9
our town are filled with crafters.. and we discover that we are getting better success than critical fail... remember... everything is totally randomly fail.. I once critical fail making a structure module and I'm a master architect.. it happen like once or twice at most... totally random
Laeren
Wed Mar 03, 2004 11:10 am
#10
Our city is about 30% crafters, 70% adventurers, so with the small population of crafters in town, and with the crits fails in the weeks that we had the specialization up apparently increasing (irregardless of longer-term or larger-sample experimental results) we took it off. If we get a larger crafter base we'll consider putting it back on, but for right now we can't really justify the expense.
Chibi-Bar
Wed Mar 03, 2004 12:13 pm
#11
hehe.. ours are reverse almost.. I think we are 65% crafters and 35% hunters (or hybrid craft/hunt)
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