Fallout Shelter
LAPIII May 16, 2017 @ 5:34am
Rush Failures???
What makes them? How do I prevent them? I read that the better luck for a better chance of success, with 10 luck you get 10% failure rate the first time and 20% the second. I hope the dwellers combined luck is under consideration. I always thought level and skill was.

I also read that closing the game as an incident arises will stop it from happening. I never tried this since it seems like a cheat and nothing bad can happen when the game is off, except that a person left in the wasteland can die.
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Showing 1-12 of 12 comments
Redbeard May 16, 2017 @ 8:09am 
The lower the %, the better the chance of not having an incident.
Of course, since this game has terrible RNG rush failures happen very often
Luzilyo May 16, 2017 @ 11:42am 
luck helps to keep the percentage down. there is no way to prevent incidents completely (i think it can't go below 10 %). so you just need to build enough rooms that you can produce enough of everything without needing a rush. that way, you can wait with rushing until you lose resources due to an attack or you want more bottlecaps.
Diarmuhnd May 16, 2017 @ 3:15pm 
Originally posted by Webprenuer:
What makes them? How do I prevent them?
ther really is NOT much point to rushing. but here is the details you need to understand why.

https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki
the above is a very good resource for fallout shelter to explain the games many hidden and unituitive mechanics.
Tetsuri May 16, 2017 @ 5:00pm 
unliek production, which is total stats, rush is dependent on average stat. So your chance is HIGHER with a long high stat vs. a high stat and a low stat.
drake_hound May 16, 2017 @ 5:43pm 
Just have people with high special luck value. reduces the chance of failures.

But sooner or later you will get RNG streaks who will fail at 10% 20% 30% and then suddenly succeed at 40% and 50%

But in general the higher your stat with clothings bonus. and luck stat.
The lower the % that it will fail.
YoureUhPeein May 17, 2017 @ 12:25pm 
I am pretty new to the game. This is day four and I think the incident rate is broken. I won't do a rush unless it is below a 30% incident rate. Yesterday, I went 3 for 12. The onlly reason why I counted them is because the day before that most of them were failures. If it says 30% incident rate I should be getting 2 out of 3 winners.
Redbeard May 17, 2017 @ 12:33pm 
Originally posted by YoureUhPeein:
I won't do a rush unless it is below a 30% incident rate.

Same.

If at all possible, I prefer not to do them unless they're below 20% - but even then you can cop a problem.

At 30%, the game is saying that you have a 30% chance of an incident, which means that only about 1 in 3 rushes will fail.
However, it seems higher to me,
I suppose the only way to decide that would be to do a whole lot of rushes at about 33% and see if the incident rate is 1/3 or not.
Tetsuri May 17, 2017 @ 1:07pm 
Originally posted by YoureUhPeein:
I am pretty new to the game. This is day four and I think the incident rate is broken. I won't do a rush unless it is below a 30% incident rate. Yesterday, I went 3 for 12. The onlly reason why I counted them is because the day before that most of them were failures. If it says 30% incident rate I should be getting 2 out of 3 winners.
it's not 1 of 3, it's 30% chance to fail on each roll. Is liek common sense, if you roll low chance, you're asking to fail. If it's 80% chance to succeed, you'll probably get over 80 in a hundred rolls.
-get the max stats for the room i.e. agility, intelligence, endurance, and perception
-max luck
-use outfits that increase luck
-have all settlers in the room have max luck and the max skill
-prep them with good guns and gear incase you fail and all hell breaks loose
aardvarkpepper May 17, 2017 @ 2:54pm 
Originally posted by Diarmuhnd:
Originally posted by Webprenuer:
What makes them? How do I prevent them?
ther really is NOT much point to rushing. but here is the details you need to understand why.

https://github.com/therabidsquirel/The-Fallout-Shelter-FAQ/wiki
the above is a very good resource for fallout shelter to explain the games many hidden and unituitive mechanics.

actually there is point to rushing, but i'll get to that. mostly though Diamnuhnd got it right (and made a handy reference that you oughta follow up on).

Originally posted by Webprenuer:
What makes them? How do I prevent them? I read that the better luck for a better chance of success, with 10 luck you get 10% failure rate the first time and 20% the second. I hope the dwellers combined luck is under consideration. I always thought level and skill was.

I also read that closing the game as an incident arises will stop it from happening. I never tried this since it seems like a cheat and nothing bad can happen when the game is off, except that a person left in the wasteland can die.

1) what makes them? you try to rush, and you fail. (shrug) you can see the percentage of failure before you try it.

1A) the guide Diamuhnd referred to has the equation, but basically to reduce chance of rush failure, what matters is the average primary stat of the dwellers working the room, and average Luck of those working the room, as far as I know. So let's say you have a water treatment plant, the primary stat for dwellers in the room is "P", so the game looks at the average "P" of dwellers working the room, and the average "L" of dwellers working the room, and calculates fail off that.

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. but it does prevent the incident from damaging your stores of power, food, and water. you might think it's an exploit now but wait until you meet radscorpions. suddenly your objections will fly away like a little bird. fly free little birdy fly free and far :steamhappy: or maybe u will really stick to your guns but basically people either bang their heads against radscorpions or they don't . . .

also u don't have to CLOSE THE GAME entirely, you can just exit to main menu then re-enter vault.

although maybe exiting the game and reentering stops an incident entirely? I don't know.

==

as to why you would rush

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.

if you rush and fail, something pops up but your healthy armed dwellers beat it down quickly and get XP.

if you rush and succeed, you get caps.

. . . that's the ideal

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?

if you rush and succeed then hurray :steamhappy:

BUT NOW THE CONSEQUENCES OF FAILURE ARE FAR WORSE (omg caps) :steamfacepalm:

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).

if the room is empty (all dwellers ran away like pregnant women and children, or dead), the incident can spread.

and the incident will still be super strong.

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

the longer your dwellers are fighting the incident, the more time they are not productive, so your power, food, and water may all be dropping (especially since the incident can spread to multiple rooms, remember)

so . . . yeah. rushing sometimes can be good, if you have a very very good idea of exactly what you are doing (not just "confident", but if you ACTUALLY KNOW EVERYTHING), then of course rushing won't kill you because you already know exactly what to do in case of failure, you are prepared on top of prepared.

But if you don't know exactly why you're rushing then rushing can trigger nasty nasty incidents that can kill off your vault - yes, even if you run! while you're running, you're not working, so your power and food and water dip, and if your power goes down, then you have to get your power up before your rooms are functioning, so your food and water intake may be delayed even longer, and no food and no water means damage and radiation damage on top of that. "well it's won't kill them" - true? but after you handle the first incident, if another incident pops up, how well can your 90% dead dwellers handle the next incident? you can run, but that triggers another round of power, food, and water depletion, which leaves everyone at worse health, which means the next incident (even if you survived the first two) can kill you.

soooo simply put, rushing is bad mkay. unless you know otherwise. but if you know otherwise (maybe by reading that guide Diamunhd referred to) then you wouldn't be asking?
Tetsuri May 17, 2017 @ 3:39pm 
Originally posted by aardvarkpepper:
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).

if the room is empty (all dwellers ran away like pregnant women and children, or dead), the incident can spread.

and the incident will still be super strong.
that only for rad scorp I believe. Incidents that actually spread don't retain the difficulty of previous rooms, they act liek new spawn.
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Date Posted: May 16, 2017 @ 5:34am
Posts: 12