Observations and facts about basic game mechanics
Posted: Mon Sep 17, 2012 12:36 am
Here are some things I've learned from experimenting that others might find helpful
Rebel Fleet
-The rebels advance one "step" for every jump you make
-Jumps that terminate in nebulae cause the rebels to only advance half a step
-The "Warning" circle shows where the fleet will be after you make your jump
-Events that delay or distract the rebels cause the advance to freeze for 1-2 turns (depends on the specific event)
-If you have left over turns of delay after leaving a system, they are carried over to the next. This is very rare unless you are modding the data files.
Crew Mechanics
-Both Pilot and Engine skills increase by one whenever your ship dodges a projectile
-Asteroids count, but only if there is an enemy ship still present
-P&E skills count projectiles, not attack commands. If you dodge all three shots from a burst laser, you get 3 xp, not 1
-Gunnery skill increases whenever you fire a weapon. It does not matter if you hit anything.
-Gunnery skill counts attack commands, not projectiles. A 3-burst laser that lands all of its shots still only grants one xp
-Repair skill increases whenever a crew member completes the final 'tick' of repairs on a box. Only the person who got in the last tick gets the xp
-Xp is granted per repair action, not per system. Fixing a 3-box system grants 3 xp, not 1
-Systems that have 2 boxes per level (eg shields) still only grant 1 xp per action, even though they recover 2 boxes per repair
-Hull breaches DO NOT count as a repair action for xp purposes (EDIT: typo)
-Combat xp is granted to whomever lands the killing blow
-Fire fighting does not grant any xp to any of the categories
Races
-Except for humans, every race has a blue text event associated with them.
-The Zoltan power bonus is very useful in ion storms
-The Engi text is vague. They inflict half damage in combat, they do not receive half damage
-Slugs are mostly only useful in nebulae
-The Rockmen have just enough hit points to be transported into a depressurized room and still be alive during the next cycle (providing nothing happens to your transporter in the meantime). This is useful against robot ships, who lack internal defenses and have poor repair abilities.
Events
-System contents and random event resolutions are predetermined upon sector generation (confirmed through experiments with save scumming)
-If a certain choice in an event results in a given outcome, that outcome will always happen, regardless of how many times you save scum or what changes you make to your crew. The only way it could be different is if you enable a blue text option
-Some minor things are still perfectly random: Store contents, and specific numeric awards, and the bonuses you get for rescuing ships and capturing hostile ships
-Unless an attribute has blue text associated with a given event, it will have no impact on the resolution. You do not get more favorable odds in the spider infestation event for having lots of mantis warriors with high combat ratings, for example.
Captures
-Capturing a ship gives more scrap than merely destroying it. Because of the random nature of the awards, this is very hard to quantify, but I am certain that the effect is real.
-Captures also have a chance of triggering a random bonus event, either a large stash of a specific resource, a piece of equipment, or a new crew member. There will be a special line of text pointing this out when it happens.
Rebel Fleet
-The rebels advance one "step" for every jump you make
-Jumps that terminate in nebulae cause the rebels to only advance half a step
-The "Warning" circle shows where the fleet will be after you make your jump
-Events that delay or distract the rebels cause the advance to freeze for 1-2 turns (depends on the specific event)
-If you have left over turns of delay after leaving a system, they are carried over to the next. This is very rare unless you are modding the data files.
Crew Mechanics
-Both Pilot and Engine skills increase by one whenever your ship dodges a projectile
-Asteroids count, but only if there is an enemy ship still present
-P&E skills count projectiles, not attack commands. If you dodge all three shots from a burst laser, you get 3 xp, not 1
-Gunnery skill increases whenever you fire a weapon. It does not matter if you hit anything.
-Gunnery skill counts attack commands, not projectiles. A 3-burst laser that lands all of its shots still only grants one xp
-Repair skill increases whenever a crew member completes the final 'tick' of repairs on a box. Only the person who got in the last tick gets the xp
-Xp is granted per repair action, not per system. Fixing a 3-box system grants 3 xp, not 1
-Systems that have 2 boxes per level (eg shields) still only grant 1 xp per action, even though they recover 2 boxes per repair
-Hull breaches DO NOT count as a repair action for xp purposes (EDIT: typo)
-Combat xp is granted to whomever lands the killing blow
-Fire fighting does not grant any xp to any of the categories
Races
-Except for humans, every race has a blue text event associated with them.
-The Zoltan power bonus is very useful in ion storms
-The Engi text is vague. They inflict half damage in combat, they do not receive half damage
-Slugs are mostly only useful in nebulae
-The Rockmen have just enough hit points to be transported into a depressurized room and still be alive during the next cycle (providing nothing happens to your transporter in the meantime). This is useful against robot ships, who lack internal defenses and have poor repair abilities.
Events
-System contents and random event resolutions are predetermined upon sector generation (confirmed through experiments with save scumming)
-If a certain choice in an event results in a given outcome, that outcome will always happen, regardless of how many times you save scum or what changes you make to your crew. The only way it could be different is if you enable a blue text option
-Some minor things are still perfectly random: Store contents, and specific numeric awards, and the bonuses you get for rescuing ships and capturing hostile ships
-Unless an attribute has blue text associated with a given event, it will have no impact on the resolution. You do not get more favorable odds in the spider infestation event for having lots of mantis warriors with high combat ratings, for example.
Captures
-Capturing a ship gives more scrap than merely destroying it. Because of the random nature of the awards, this is very hard to quantify, but I am certain that the effect is real.
-Captures also have a chance of triggering a random bonus event, either a large stash of a specific resource, a piece of equipment, or a new crew member. There will be a special line of text pointing this out when it happens.