en:expedition
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| Beide Seiten der vorigen RevisionVorhergehende Überarbeitung | |||
| en:expedition [24.04.2026 11:31] – magglish | en:expedition [25.04.2026 06:17] (aktuell) – Ship find algorithm description magglish | ||
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| ===Scale of the events=== | ===Scale of the events=== | ||
| - | \\ | + | |
| + | For **Slowed Return & Accelerated Return**, a factor of 2 is used for small events, 3 for medium events, and 5 for large events. | ||
| + | |||
| + | For **Battles with Pirates & Aliens**, there is a different mechanic, which is covered in its own section below. | ||
| **Raw Material Finds & Fleet Finds**: For a small find, a factor between 10 and 50 is used. For a medium find, a factor of 50–100 is used, and for a large find, a factor of 100–200 is used. | **Raw Material Finds & Fleet Finds**: For a small find, a factor between 10 and 50 is used. For a medium find, a factor of 50–100 is used, and for a large find, a factor of 100–200 is used. | ||
| If crystal is rolled, the calculated size is halved; for deuterium, it is reduced to one-third; and for metal, no reduction is applied. | If crystal is rolled, the calculated size is halved; for deuterium, it is reduced to one-third; and for metal, no reduction is applied. | ||
| For resource finds, the transport capacity of the ships in the Expo is also a limiting factor! | For resource finds, the transport capacity of the ships in the Expo is also a limiting factor! | ||
| - | For **ship finds**, the system | + | For **ship finds**, the game first works out a total discovery budget. That budget comes from the expedition points and the size of the event (the multiplier for that discovery, the same that applies for resource finds). The expedition then “pays” for the found ships out of that budget. There is a stricter lower limit on how much value can be used for ship finds than for resource finds, so the two systems do not use the same floor; details belong in the Expedition Points chapter below. |
| - | Each ship has a specific | + | |
| - | The expedition fleet has a certain amount of expedition points and must use them to “pay” | + | Each possible |
| - | For example, if you have a budget | + | |
| - | This means you have wasted one of your three attempts. The search for ships stops after the third attempt, unless | + | The game first decides which ship types are allowed |
| - | Because | + | |
| + | Ship find algorithm: | ||
| + | - A ship type is chosen | ||
| + | - The game works out the **largest number** of that type that would still fit in the **remaining** budget (full ships only, no fractions). | ||
| + | - It then draws a random number | ||
| + | - If the number is greater than zero, those ships are added to the result | ||
| + | - The process can repeat to add more of different types until the run ends. | ||
| + | |||
| + | A **failed attempt** happens when, for a chosen type, the type is too expensive for what is left in the budget (so you get zero of that type that step), or when the random count for that step is zero even though some ships could have fit. The search allows **at most three such failed attempts**. After that, no further types are added in that find. | ||
| + | |||
| + | **Special case: nothing found yet** - If no ships at all have been found, the run does not give up on the “three failed | ||
| + | |||
| + | Two ships are not equally likely in practice, even if each allowed type is picked with the same chance on each step. Cheaper ships fit more often into what is left of the budget, and a random count of zero on an expensive type wastes a failed attempt. So you will often see more probes and small ships in the long run than big ships, and the number | ||
| + | |||
| + | **Example: | ||
| + | Imagine an expedition finds abandoned ships worth up to 200,000 metal/ | ||
| + | The fleet sent was advanced enough to find: | ||
| + | * small cargo ships | ||
| + | * large cargo ships | ||
| + | * light fighters | ||
| + | * heavy fighters | ||
| + | * cruisers | ||
| + | |||
| + | The game might randomly choose cruisers first. If one cruiser costs 27,000 value, then up to 7 cruisers could fit into the 200,000 budget. The game randomly chooses, for example, 3 cruisers. \\ | ||
| + | That uses 81,000 value, leaving 119,000. \\ | ||
| + | Next, the game randomly chooses large cargo ships. If one large cargo costs 12,000, then up to 9 could fit. The game randomly chooses 4. \\ | ||
| + | That uses another 48,000, leaving 71,000. \\ | ||
| + | Next, the game randomly chooses heavy fighters. If one heavy fighter | ||
| + | Unfortunately, | ||
| + | The expedition would then return with: | ||
| + | * 3 cruisers | ||
| + | * 4 large cargo ships | ||
| + | This is why found ship rewards can feel varied even when the expedition fleet is similar. | ||
| - | For **Slowed Return & Accelerated Return**, a factor of 2 is used for small events, 3 for medium events, and 5 for large events. | ||
| - | For **Battles with Pirates & Aliens**, there is a different mechanic, which is covered in its own section below. | ||
| ====Expedition Points==== | ====Expedition Points==== | ||
en/expedition.1777030310.txt.gz · Zuletzt geändert: 24.04.2026 11:31 von magglish
