Difference between revisions of "Moving Inactives to Storage"

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[[Trading]] permits the exchange of any {{Status|Inactive}} and {{Status|Highly Inactive}} crew members located in the ship's '''storage rooms'''. Reported [[Characters|character]] exchange goods include random [[NERON Projects]] and even a finished [[PILGRED Reactor]] (for an inactive {{Character|Raluca}}).
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[[Trading]] permits the exchange of {{Status|Inactive}} crew members for useful goods like [[Resources]], {{item|Hydropot}}s, random [[NERON Projects]] or even a finished [[PILGRED Reactor]].
  
{{Bug|The in-game description states that inactive characters can be traded from the [[Ship_Equipment#Bridge|Bridge]], and highly inactive ones from anywhere. However, this is currently false; they must be in a storage room just like any other tradable object.}}
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Before they turn {{Status|Highly Inactive}}, however, they can only be traded out of '''storage rooms''' (as opposed to the entire ship). If for some reason you do not want to wait for that, you might consider it worthwhile to move them there.
  
To get characters in position for trading, characters with the {{Skill|Solid}} and {{Skill|Wrestler}} skills are necessary, as they may kick characters from room to room using their '''Kick them out !''' action. The cost is reduced to 1 {{AP}} for inactive targets. However, since one cannot choose in which adjacent room the inactive character will be kicked to, it may take a large number of attempts. See [[#Chances of Success]] below.
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For this, characters with the {{Skill|Solid}} and {{Skill|Wrestler}} skills are necessary, as they may kick crewmates from room to room using their '''Kick them out !''' action. The cost is reduced to 1 {{AP}} for inactive targets. However, since one cannot choose in which adjacent room the inactive character will be kicked to, it may take a large number of attempts. See [[#Chances of Success]] below.
  
Level 3 characters with the ability to [[Actions#Guard|guard]] also help to direct their movement.
 
  
{{Note| Above mentioned note needs confirmation as some people have experienced that guarding doesn't work.}}
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{{Confirm|Level 3 characters with the ability to [[Actions#Guard|guard]] might help to direct their movement.}}
  
  
= Chances of Success =
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== Chances of Success ==
  
 
The table below gives, for each starting room and each available number of tries (which typically depends on the {{ap}} available), the probability of success.  
 
The table below gives, for each starting room and each available number of tries (which typically depends on the {{ap}} available), the probability of success.  
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The last column tells, if you are ready to burn any amount of {{ap}} to move an inactive to storage, the average number of tries it would take. For example, moving a Raluca from the Engine Room to any storage room takes on average between 6 and 7 attempts. Note that due to the nature of the random process, In many cases you may need very few tries, but in some cases the number of tries will grow really high, so overall the average is not a "typical" number of tries.
 
The last column tells, if you are ready to burn any amount of {{ap}} to move an inactive to storage, the average number of tries it would take. For example, moving a Raluca from the Engine Room to any storage room takes on average between 6 and 7 attempts. Note that due to the nature of the random process, In many cases you may need very few tries, but in some cases the number of tries will grow really high, so overall the average is not a "typical" number of tries.
  
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Also, the process is memoryless [http://en.wikipedia.org/wiki/Memorylessness|memoryless]. That is, starting from a front turret with 5 attempts, you have 23% chances of success. However, if your first attempt leads the inactive to a turret, your chances fall down to 17%...
  
 
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{|class="wikitable" width="1000" style="text-align:center"
{|class="wikitable" width="1000" align="center
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|-  
 
|-  
! width="150" | Starting Room
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! rowspan="2" width="150" | Starting Room
! 1 try
+
! colspan="10" | Probability of success after ...
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! rowspan="2" width="75"  | Expected number of tries for success
 +
|-
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! 1 try
 
! 2 tries
 
! 2 tries
 
! 3 tries
 
! 3 tries
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! 9 tries
 
! 9 tries
 
! 10 tries
 
! 10 tries
! width="75" | Expected number of tries for success
 
 
|-  
 
|-  
 
| '''Front Alpha Turret''' || style="background: #DD9999" |0% || style="background: #DD9999" |6% || style="background: #DD9999" |11% || style="background: #DD9999" |17% || style="background: #DD9999" |23% || style="background: #DD9999" |28% || style="background: #DD9999" |33% || 38% || 42% || 46% || 14,6
 
| '''Front Alpha Turret''' || style="background: #DD9999" |0% || style="background: #DD9999" |6% || style="background: #DD9999" |11% || style="background: #DD9999" |17% || style="background: #DD9999" |23% || style="background: #DD9999" |28% || style="background: #DD9999" |33% || 38% || 42% || 46% || 14,6

Latest revision as of 00:59, 7 February 2016

Trading permits the exchange of Icon Inactive crew members for useful goods like Resources, Icon HydroPots, random NERON Projects or even a finished PILGRED Reactor.

Before they turn Icon Highly Inactive, however, they can only be traded out of storage rooms (as opposed to the entire ship). If for some reason you do not want to wait for that, you might consider it worthwhile to move them there.

For this, characters with the Icon Solid and Icon Wrestler skills are necessary, as they may kick crewmates from room to room using their Kick them out ! action. The cost is reduced to 1 Action Point for inactive targets. However, since one cannot choose in which adjacent room the inactive character will be kicked to, it may take a large number of attempts. See #Chances of Success below.


Icon Confirm: Level 3 characters with the ability to guard might help to direct their movement.


Chances of Success

The table below gives, for each starting room and each available number of tries (which typically depends on the Action Point available), the probability of success.

As an example, moving someone from the bridge, there are 45% chances to succeed in at most 10 tries. On the other hand, starting in the Garden or in Center Alpha Turret gives already 50% of success from the first attempt.

Red cells indicate chances under 1/3, green indicates chances over 2/3.

The last column tells, if you are ready to burn any amount of Action Point to move an inactive to storage, the average number of tries it would take. For example, moving a Raluca from the Engine Room to any storage room takes on average between 6 and 7 attempts. Note that due to the nature of the random process, In many cases you may need very few tries, but in some cases the number of tries will grow really high, so overall the average is not a "typical" number of tries.

Also, the process is memoryless [1]. That is, starting from a front turret with 5 attempts, you have 23% chances of success. However, if your first attempt leads the inactive to a turret, your chances fall down to 17%...

Starting Room Probability of success after ... Expected number of tries for success
1 try 2 tries 3 tries 4 tries 5 tries 6 tries 7 tries 8 tries 9 tries 10 tries
Front Alpha Turret 0% 6% 11% 17% 23% 28% 33% 38% 42% 46% 14,6
Bridge 0% 4% 10% 16% 21% 27% 32% 36% 41% 45% 14,9
Front Beta Turret 0% 6% 11% 17% 23% 28% 33% 38% 42% 46% 14,6
Front Corridor 13% 19% 25% 29% 35% 39% 44% 48% 52% 55% 12,4
Garden 50% 56% 59% 62% 65% 67% 69% 72% 74% 76% 7,2
Lab 0% 6% 11% 18% 23% 29% 34% 39% 44% 48% 14,2
MedLab 0% 4% 12% 17% 24% 29% 35% 39% 44% 49% 14,1
Center Alpha Turret 50% 60% 65% 72% 74% 79% 81% 84% 85% 87% 4,8
Center Bravo Turret 0% 10% 15% 23% 29% 36% 41% 46% 51% 55% 12,7
Center Corridor 0% 13% 18% 29% 34% 42% 47% 53% 57% 61% 11,4
Refectory 0% 0% 13% 18% 29% 34% 42% 47% 53% 57% 12,4
Alpha Bay 20% 30% 44% 48% 58% 61% 67% 70% 74% 76% 7,6
Bravo Bay 20% 25% 35% 40% 48% 52% 58% 62% 66% 69% 9,2
Alpha Dorm 0% 23% 29% 43% 48% 57% 60% 67% 70% 74% 8,6
Bravo Dorm 0% 23% 26% 39% 44% 52% 56% 62% 66% 70% 9,4
Nexus 0% 25% 28% 43% 47% 56% 60% 66% 69% 74% 8,6
Rear Corridor 25% 28% 43% 47% 56% 60% 66% 69% 74% 76% 7,6
Alpha Bay 2 0% 26% 30% 44% 49% 58% 62% 68% 71% 75% 8,3
Icarus 0% 19% 26% 38% 45% 54% 59% 65% 69% 73% 8,7
Rear Alpha Turret 0% 17% 30% 38% 48% 54% 61% 66% 71% 74% 8,5
Engine Room 33% 33% 46% 52% 60% 65% 70% 74% 77% 80% 6,7
Rear Beta Turret 0% 17% 26% 36% 45% 52% 59% 64% 69% 73% 8,7