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So yeah, if you mix mining lasers and chaingun turrets there's a chance you'd get a mining laser with useless hull damage bonus.
- You put 3-5 items in with at most one rarity apart
- It picks from the given items at random: Type, Rarity, Material and Traits (auto-aim etc.)
- Each item inserted gives +20% chance to upgrade Rarity to next tier (5 items =100% upgrade)
- Tech is based on the locations distance from the core
- All other stats are randomly generated (with some dependencies on tech, etc.)
Turret traits can be a tricky thing to research since you might get for example an overheating one and that's not compatible with certain traits and so it removes the trait, on the other hand the random stats generation might decide to give you even more traits besides the one you were trying to get. Though upgrading auto-aim turrets shouldn't have any problems.
Examples:
Type: 3x chaingun turret + 2x radar module = 60% for chaingun, 40% for radar
Material: 2x iron turret + 2 titanium turret = 50% for iron, 50% for titanium
Traits: 2x turrets with auto-aim + 1x turret with burst-fire = 66% for auto-aim, 33% for burst-fire
Rarity:
5x common = 100% for common, 100% chance to upgrade to uncommon
- - - - - - - - - = 100% for uncommon
4x common = 100% for common, 80% chance to upgrade to uncommon
- - - - - - - - - - = 20% for common, 80% for uncommon
2x uncommon + 2x rare = 50% for uncommon, 50% for rare, 80% chance to upgrade to next tier
- - - - - - - - - - - - - - - - - - = 10% for uncommon, 50% for rare, 40% for exceptional
I've probably missed a few things, so ask away!
The trait auto-aim works as you said (5x auto aim will result in 100% auto-aim) but for other traits like range / armor piercing... I remember once using 5 times the same gun with resulting in another one with a different trait! Although it's been a long time since I had a closer look at what I am actually using up and might be incorrect here.
There seems to be only one single official statement from the devs, regarding research:
For each Item you put in, you get a 20% chance, that this Item will be upgraded and you have to put in at least 3 Items.
4 common upgrades = 80% chance for uncommon, 20% chance the result will still be common.
5 common upgrades = 100% chance for uncommon result.
4 common + 1 uncommon upgrades = 80% chance for uncommon, 20% chance a rare.
The devs further stated: They want the players to figure out everything else by themselves.
So heres what we, on our server, came up with after the excessive testing:
1. There is no higher Tier than Legendary
2. The Result is loosely bound to what you provided.
If you research 5 different types of turrets, the system seems to pick the base properties of one of them. These are Material, Rarity and Turret-Type (Machine-gun, Bolter, Laser, etc.).
The Result will feature the picked material, Type and a rarity according to the upgrade Chance.
3. The rest is RANDOM
If you provide the research Station with 5 completely identical items, the result can still completely differ.
For example:
You provide 5 common shield-upgrades, that increase the shileds reloading power.
The result will definetly be uncommon, but the effect could be anything you have ever seen on a shield upgrade. Increased Shield-Value, Increased reloading power or even both.
Same with turrets.
If you provide 5 turrets with additional shield damage, you could get a result with additional hull damage. Or even a turrets without any extras. It's completely random. And don't think about combining particularly strong turrets.
We had it multiple times, that the uncommon researched turret was weaker, than the common turrets we provided to the station. The damage and fire rate are also randomly set.
So right now it seems that research, for the most part, is just a way to play lottery with the trash you would normally just sell. If you don't need the credits... just throw them into the station. Maybe you are lucky.
BUT: With items like turret-upgrades, there isn't alot that could go wrong.
Provide the station with 5 common upgraded, that increase the number of armed turrets your ship can carry by 1, and you will definetly get an uncommon upgrade, that increases the number by 2.
research does verify what kinda item you can in a couple steps to only provide vaild stats:
1.Step: type of item (turret/upgrade). the chances to get a specific type of item is related to the number of different types you add (2 turrets + 1 upgrade would create a 2/3 chance for turrets). this step repeats to define what kinda upgrade (turret you get following the same rule)
2.Step: type of material (turret)
just like turret type material is a stat on its own and can be transferred from other weapon than the previously picked one.
3. omn stats (turrets). is isnt part of the actual research but the way weapons are generated in general. each turret has a tech level which simply defines a region in the sectormap. the higher the techlevel is the closer you are to the center and the stronger turrets get in general.
the material only defines the range of stats turrets can have´therefore higher materials also come with a better range for high dmg. this doesnt mean that iron weapons have to be bad later on. the RNGrange overlaps for all materials and its possible to get 4digit omnicorn values for iron and titanium values.
upgrades on the other hand have their statrange only defined by the itemrank.
the material of turrets dont really matter as far as damage goes material mainly effects how many hits the turret can take before it gets blown off
TWO
FREAKING
YEARS.
Look at the last post date before committing the crime of Necro.