ENDLESS™ Space 2

ENDLESS™ Space 2

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Marth Vader Jun 11, 2019 @ 10:16pm
Question about Scavenged Ramscoop
So, Scavenged Ramscoop is a movement module that gives the unique bonus of "+25% distance traveled per movement point". How exactly does that work? Does that bonus stack if there are multiple of this module equipped? If it does... doesn't that make literally every other movement module in the game obsolete? If I'm understanding correctly, then that means if I had a ship with 8 movement points and two ramscoops equipped, that ship would travel an effective 12 movement points, which seems pretty broken to me. Combine that bonus with some fleet accelerators and you've got a fleet that can move across the entire galaxy in one turn.
Originally posted by The-Cat-o-Nine-Tales:
yes, that is indeed how the Scavenged Ramscoop works. I'm not 100% sure if it stacks, but I believe it does.
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The-Cat-o-Nine-Tales  [developer] Jun 12, 2019 @ 1:14am 
yes, that is indeed how the Scavenged Ramscoop works. I'm not 100% sure if it stacks, but I believe it does.
SteveRaptor Jun 12, 2019 @ 10:11am 
it works exactly like that and yes, its better than 4 and 5 speed modules.
Bozobub Jun 12, 2019 @ 2:55pm 
Originally posted by SteveRaptor:
it works exactly like that and yes, its better than 4 and 5 speed modules.
Some of the other engines have additional effects, namely increased evasion, so it's not a direct apples-to-apples comparison; there's a few oranges thrown in ^^'. Strong evasion isn't exactly crap, you know, especially vs. similar, or even superior forces.

Of note, the Scavenged Ramscoop also boosts *the ship's innate movement points* — 3 for a scout hull, 2 for a small hull, and 1 for larger, IIRC; not sure but it's not 0 — as well, so it's even better than it seems here.

Edit -> To clarify, all bonuses — that I can think of, anyhow — are *additive*, not multiplicative. So two Scavenged Ramscoops = +50% movement; they don't multiply each other.
Last edited by Bozobub; Jun 12, 2019 @ 7:17pm
chairman_mentos Jun 16, 2019 @ 6:58am 
it's overpowered and should be nerfed
Sure. If you don't mind replacing +35% damage modules or fleet repair modules with ramscoops for bonus movement, I guess it's an attractive option. I don't see it as a be-all end-all module though.
Bozobub Jun 16, 2019 @ 7:23am 
They're still superior to all other engines for movement, simply replaced one-for-one, even if you don't pack every Support slot with them, IF you don't care about higher evasion. Considering you can get 10% additional evasion per Adamantian engine, IIRC, that means you're sacrificing 20% evasion for 50% more movement than a basic engine, using 2 Scavenged Ramscoops, but they don't actually have THAT much more movement capability than the Adamantian engines, if any at all, once you do the math for a particular hull ^^'.

*shrug* It's not a trivial decision either way. Personally, I calculate exactly how many movement points I would gain/lose, and compare it to the lost evasion. Quite often evasion wins for combat ships and movement for scouts, at least once I have better engines. Scavenged Ramscoops ARE, however, categorically better than any of the "plain", non-resource-using engines.

@ chairman_mentos: No, they're not "OP" at all, if you bother to do a little math.
Last edited by Bozobub; Jun 16, 2019 @ 7:27am
Marth Vader Jun 16, 2019 @ 9:10am 
Speaking of evasion, how exactly is weapon accuracy calculated? For example, say that I have a ship with 20% evasion and the enemy ship has weapons with 50% accuracy at the current range. Would the actual hit rate be calculated as 50 - 20 = 30, or 50 - (50 * 0.2) = 40?
Bozobub Jun 16, 2019 @ 1:51pm 
It's .5*0.8, to be specific (same as .5-(.5*.20) =) ), for a total of 40% accuracy. Remember again, however, that any similar bonuses/penalties generally do stack together — such as those administered by specific energy weapons and/or additional engines — but additively, not multiplicatively.
Last edited by Bozobub; Jun 16, 2019 @ 1:52pm
The-Cat-o-Nine-Tales  [developer] Jun 17, 2019 @ 2:40am 
As far as I recall, Evasion is additive to accuracy, not multiplicative. So a 20% Evasion ship against a 50% accuracy weapon will lead to a 50%-20%=30% hit chance.
Furthermore, if I am not mistaken, there is a minimum hit chance of 5% and a maximum hit chance of 95% after Evasion.
Bozobub Jun 17, 2019 @ 4:15am 
OK, now THAT is misleading behavior, re: percentages shown, then. Thanks, though.
The-Cat-o-Nine-Tales  [developer] Jun 17, 2019 @ 5:30am 
The problem with that really is that it doesn't say anywhere what the reference value for those percentages is. In this case, the reference point for both is "always hits," which is why the values are additive.
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Date Posted: Jun 11, 2019 @ 10:16pm
Posts: 11