No Discussion of Real-World Politics/Religion.Help us keep r/FalloutShelterOnline a hub for constructive discussions! Posting illegal or vulgar content will not be tolerated. No illegal or vulgar content, including (but not limited to) the discussion or sharing of pirated material and sexual content ( r/FalloutShelterOnline is not listed as a NSFW subreddit). Maliciously sharing the personal information of others will not be tolerated. Disruptive behaviour, personal harassment, and hate speech will not be tolerated. Remember the human and be respectful when posting on r/FalloutShelterOnline. After a few collections it's back to its original accident rate of 10%.R/FalloutShelterOnline is a community dedicated to the news and discussion of the upcoming mobile game Fallout Shelter Online, developed by Shengqu Games and published by GAEA Mobile in partnership with Bethesda Softworks. On rooms with a good stuffing (high stats which are needed + luck) your able to rush 1-3 times before it will get to a "critical" accident rate of 30%. The time! If you rush a room too often in a too short range of time, the accident rate will grow.The room with higher L has a accident rate of 14 as the other room has a accident rate of 19 percent. In this case I have a room with same needed stats (S:9 for example), one with L:2 one with L:8 (maybe due to more people in it). Beside the correct stat for a room (S:Reactor, P:Water, A:Dinner.) the L factor takes effect.This leads me to the conclusion, that the right stat in sum(!) will take effect on the accident rate. It has a higher accident rate than a room with just one Person in it with S:10, but the same accident rate as a Person with S:9. For example the Reactor: I have one reactor with 3 People inside it, all have around S:3. There are mainly 3 factors which seems to take effect on the rush accident rate:
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