On rooms with a good stuffing (high stats which are needed + luck) your able to rush 1-3 times before it will get to a "critical" accident rate of 30%. The time! If you rush a room too often in a too short range of time, the accident rate will grow.The room with higher L has a accident rate of 14 as the other room has a accident rate of 19 percent. In this case I have a room with same needed stats (S:9 for example), one with L:2 one with L:8 (maybe due to more people in it). Beside the correct stat for a room (S:Reactor, P:Water, A:Dinner.) the L factor takes effect.This leads me to the conclusion, that the right stat in sum(!) will take effect on the accident rate. It has a higher accident rate than a room with just one Person in it with S:10, but the same accident rate as a Person with S:9. For example the Reactor: I have one reactor with 3 People inside it, all have around S:3. The nuclear reactor is also significantly more expensive to build and upgrade than the power generator room, but also has the benefit of vastly increased power storage capacity, four times as much.There are mainly 3 factors which seems to take effect on the rush accident rate: The nuclear reactor is overall the more efficient of the two, with a better ratio of production time to production quantity than the power generator. Upgrade costs will be 25% cheaper for a double room and about 33% cheaper when upgrading a triple room vs upgrading 3 single rooms.Ĭompared to the power generator, the basic power production room, the nuclear reactor generates more power with a slightly longer production time. The rooms will gain more than x2 production bonus for each connected room. The nuclear reactor room, like other rooms, gains a production and upgrade cost bonus from being connected to another room of the same type and level. To increase the speed at which power is generated, place dwellers with better Strength in this room.
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