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Exploration diminishing returns


Eldred

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I seem to remember reading somewhere (probably on the old board) that the more EXPL orders you do then the more you will get diminishing returns from your orders (presumably your fleets will find "nothing" more regularly).

 

I believe that this doesn't "kick in" unless you do a large number of EXPL orders each turn. But how many? I currently do about 40 XEXPL orders per turn and have not seen any noticeable decrease in "hits". Does anyone know what sort of numbers of EXPLs would trigger diminishing returns?

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Hmmm

 

I don't recall seeing an official particular formula about diminishing exploration results....only official post was something from Pete that wasn't specific to the question here.

 

In fact, my best recollection is that submitting multiple EXPL orders per planet might generate diminishing returns.

 

I would think that Locklyn would be our resident expert on this. I have over 50 per turn and I havent kept track really...some worlds produce results....some dont...and the total amount is about the same. I do 2 EXPL orders per fleet per turn rather than 8 (like some can with high AP exploration ships)

 

Better yet - an official word from the GMs would be nice.

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I'm doing about 40 total explores per turn. The fleets with the Scientists on them seem to get hits every turn (espeically as they've advanced over time to Senior ranks), often multiple hits.

 

I figured 40 was enough for now. There is a cost to doing lots of explores. You want to have lots of cargo space to hold all the items you might find (such as the lovely Fusion Transwarp Drive I found). So building ships with enough cargo for all the potential explores uses a lot of resources you could have going towards colony ships or warships. Of course this can be offset over time with lots of material finds (like Chain Guns or Bombs or various random materials). But I've decided to wait and get better engines (to get some real high AP's) before building anymore explorers.

 

ONE key item -- always send out your exploration fleets with a Colony Beacon in cargo. When they get to the planet they wish to explore, simply COLB to set-up a colony. This sets up what essentially is a depot on the planet. It's available for you to OC and LC from, but has no pop. This means you can OC items you find in your explores to the base, leaving your cargo bays free for the next turns explores. You can always send a freighter around to eventually pick up the good stuff and take it home.

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If I recall, there was a posting on the previous forum board that the diminishing returns started to appear after 100 EXPL orders a turn. Currently, I have approximately 25 EXPL orders a turn, so there has been no need to panic. :unsure:

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You need to factor in how much the planet has been tapped out. I recall a dialog about there being a finite number of types of hits...something like this (in simple form)

 

1. Hit = % chance based on skill

 

2. Yes then go to 3 (Based on maximum possible number of sites) else END

 

3. New Site? Yes then execute and go to 5 otherwise go to 4. If New Site then some random generation and creation of new site.

 

4. Old Sites: Maximum number of finds reached? Yes then TOUGH LUCK, No then go to 5.

 

5. Tech Information or Tech Find... continue on...

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You need to factor in how much the planet has been tapped out. I recall a dialog about there being a finite number of types of hits...something like this (in simple form)

 

1. Hit = % chance based on skill

 

2. Yes then go to 3 (Based on maximum possible number of sites) else END

 

3. New Site? Yes then execute and go to 5 otherwise go to 4. If New Site then some random generation and creation of new site.

 

4. Old Sites: Maximum number of finds reached? Yes then TOUGH LUCK, No then go to 5.

 

5. Tech Information or Tech Find... continue on...

That's got to be the WORST pseudocode we've ever read.

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