![]() So it's better to have one high-stat dweller rushing than a bunch of medium-stat dwellers. it is NOT COMBINED, it is the AVERAGE (mean). ![]() II) (hey, switching around is fun) - closing the game as an incident arises doesn't stop it from happening as far as I know. you might think it's an exploit now but wait until you meet radscorpions.īut it does prevent the incident from damaging your stores of power, food, and water. Suddenly your objections will fly away like a little bird. fly free little birdy fly free and far or maybe u will really stick to your guns but basically people either bang their heads against radscorpions or they don't. Īlso u don't have to CLOSE THE GAME entirely, you can just exit to main menu then re-enter vault.Īlthough maybe exiting the game and reentering stops an incident entirely? I don't know. Let's say you have a level 1 room that's packed with full-health dwellers with no radiation poisoning and good weapons. so 2 dwellers in a 1-wide, 4 dwellers in a 2-wide, 6 dwellers in a 3-wide. What happens if you have a level 3 room, 3-wide room that's only got one unarmed dweller at poor health working the room?īUT NOW THE CONSEQUENCES OF FAILURE ARE FAR WORSE (omg caps) If you rush and fail, something pops up but your healthy armed dwellers beat it down quickly and get XP. If you rush and fail, the incident will be very strong and your single dweller may die before reinforcements arrive (hopefully you *have* healthy reinforcements). So now maybe you have multiple powered incidents spreading to rooms where your other dwellers may not be in the best of health, or well armed, and they can't stop the incident or stop it from spreading If the room is empty (all dwellers ran away like pregnant women and children, or dead), the incident can spread.Īnd the incident will still be super strong.
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