Difference between revisions of "User:Hordes"
Jump to navigation
Jump to search
(15 intermediate revisions by the same user not shown) | |||
Line 9: | Line 9: | ||
[[User:Hordes/Basics]] | [[User:Hordes/Basics]] | ||
− | <gallery heights=" | + | [[User:Hordes/Melee Comparison]] |
+ | |||
+ | [[User:Hordes/Mechanitor]] | ||
+ | |||
+ | [[User:Hordes/Sea ice]] | ||
+ | |||
+ | '''Killbox progression (no turrets)''' | ||
+ | <gallery heights="250px" class="left" mode="packed"> | ||
File:Killbox progression1.png|Simple [[barricade]]s. | File:Killbox progression1.png|Simple [[barricade]]s. | ||
File:Killbox progression2.png|"Pillbox". Give colonists the best cover, give enemies the worst. | File:Killbox progression2.png|"Pillbox". Give colonists the best cover, give enemies the worst. | ||
− | File:Killbox progression3.png|Funnel enemies into 1 place with a base-wide wall. | + | File:Killbox progression3.png|Funnel enemies into 1 place with a base-wide wall.<br>(If there is ''any'' way raiders can access a colonist w/o breaking a wall/door, normal raiders will enter) |
− | File:Killbox progression4.png|Force enemies to | + | File:Killbox progression4.png|Force enemies to enter before being able to shoot.<br>This limits how many enemies can shoot at you.<br>(Done by not putting colonists in the middle) |
− | File:Killbox progression5.png|More efficient design.<br> | + | File:Killbox progression5.png|More efficient design.<br> Corner forces enemies to enter, but allows pawns to stand middle. Barricades stop enemies from using the corner as cover.<br>Slow enemies with fences. |
− | File:Killbox progression6.png|Optimization.<br>Exploit enemy collision.<br>Area to throw EMP grenades.<br>Stuff to make colonists happier.<br>"Bait" furniture | + | File:Killbox progression6.png|Optimization.<br>Exploit enemy collision.<br>Area to throw EMP grenades.<br>Stuff to make colonists happier.<br>"Bait" furniture ensures raid paths in. |
</gallery> | </gallery> | ||
+ | |||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Saturation | ||
+ | ! Change per hour | ||
+ | ! Change per day | ||
+ | ! Real time in state<ref>Real time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref> | ||
+ | ! Game time in state<ref>Game time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained</ref> | ||
+ | ! Real time since 100% food<ref>Real time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref> | ||
+ | ! Game time since 100% food<ref>Game time spent before entering the state, assuming no rest is gained and the starting saturation is 100%</ref> | ||
+ | |- | ||
+ | | Fed | ||
+ | | -6.67% | ||
+ | | -160% | ||
+ | | {{Ticks|{{#expr: 0.75 / 1.6 * 60000 round 0}}}} <!-- (% Saturation) / (Hunger Rate per day) * (Ticks per Day) ---> | ||
+ | | {{#expr: 0.75 / (1.6/24) round 3}} hours <!-- (% Saturation) / (Hunger Rate per hour) ---> | ||
+ | | {{#expr: 0 round 3}} hours | ||
+ | | {{Ticks|0}} | ||
+ | |- | ||
+ | | Hungry | ||
+ | | -3.33% | ||
+ | | -80% | ||
+ | | {{Ticks|{{#expr: 0.125 / 0.8 * 60000 round 0}}}} | ||
+ | | {{#expr: 0.125 / (0.8/24) round 3}} hours | ||
+ | | {{Ticks|{{#expr: (0.75 / 1.6 * 60000) round 0}}}} | ||
+ | | {{#expr: (0.75 / (1.6/24) ) round 3}} hours | ||
+ | |- | ||
+ | | Ravenously Hungry | ||
+ | | -1.67% | ||
+ | | -40% | ||
+ | | {{Ticks|{{#expr: 0.125 / 0.4 * 60000 round 0}}}} | ||
+ | | {{#expr: 0.125 / (0.4/24) round 3}} hours | ||
+ | | {{Ticks|{{#expr: (0.75 / 1.6 * 60000) + (0.125 / 0.8 * 60000) round 0}}}} | ||
+ | | {{#expr: (0.75 / (1.6/24) ) + ( 0.125 / (0.8/24) ) round 3}} hours | ||
+ | |} |
Latest revision as of 13:59, 10 November 2023
Merged: User:Hordes/Reproduction User:Hordes/Children User:Hordes/Events User:Hordes/Prisoner User:Hordes/Ideoligion
Merged but can add more later: User:Hordes/The Great Steelening User:Hordes/Weapons Guide User:Hordes/Money making guide User:Hordes/Quests (old version of the page)
Killbox progression (no turrets)
Simple barricades.
Saturation | Change per hour | Change per day | Real time in state[1] | Game time in state[2] | Real time since 100% food[3] | Game time since 100% food[4] |
---|---|---|---|---|---|---|
Fed | -6.67% | -160% | 28,125 ticks (7.81 mins) | 11.25 hours | 0 hours | 0 ticks (0 secs) |
Hungry | -3.33% | -80% | 9,375 ticks (2.6 mins) | 3.75 hours | 28,125 ticks (7.81 mins) | 11.25 hours |
Ravenously Hungry | -1.67% | -40% | 18,750 ticks (5.21 mins) | 7.5 hours | 37,500 ticks (10.42 mins) | 15 hours |
- ↑ Real time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained
- ↑ Game time spent in the state from 100% before crossing the lower threshold, assuming no rest is gained
- ↑ Real time spent before entering the state, assuming no rest is gained and the starting saturation is 100%
- ↑ Game time spent before entering the state, assuming no rest is gained and the starting saturation is 100%