Trace:

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
evac3-evacuate [2020/09/03 20:56]
digital-wisdom
evac3-evacuate [2020/09/04 13:38] (current)
digital-wisdom
Line 45: Line 45:
 Your last hint is that [[order-manage-shields|managing shields]] is critically important if you want to stay the maximum amount of time.  You don't want to start until after the aliens start attacking because a given crew member can only handle it for three minutes with reducing effectiveness as time passes and/or they are wounded. ​ Rotating crew members is especially effective to squeeze out every last second. Your last hint is that [[order-manage-shields|managing shields]] is critically important if you want to stay the maximum amount of time.  You don't want to start until after the aliens start attacking because a given crew member can only handle it for three minutes with reducing effectiveness as time passes and/or they are wounded. ​ Rotating crew members is especially effective to squeeze out every last second.
  
-Currently, because colonization is not yet available, at the end of evacuation, you’ll get a score based upon number of officers and crew killed (-150), cargo loaded (+40), passengers loaded (+100), fuel loaded (+1/1,000 units) and how long you survived under threat. (+1/second after klaxon sounds).  A load fuel action loads 5d10K units for an average of +27.5/​action. ​ This, of course, assumes that you did successfully fix/upgrade your hyperdrive (hopefully twice), load enough fuel to, at least, leave (normally two load fuel actions) and launch before being destroyed. There will be rewards for successful evacuators based upon score.+Currently, because colonization is not yet available, at the end of evacuation, you’ll get a score based upon number of officers and crew killed (-150), cargo loaded (+40), passengers loaded (+100), fuel loaded (+1/1,000 units) and how long you survived under threat. (+1/second after the alert indicates that the aliens have appeared and started attacking).  A load fuel action loads 5d10K units for an average of +27.5 points/​action. ​ This, of course, assumes that you did successfully fix/upgrade your hyperdrive (hopefully twice), load enough fuel to, at least, leave (normally two load fuel actions) and launch before being destroyed. There will be rewards for successful evacuators based upon score.
  
 {{::​unknown.png|}} {{::​unknown.png|}}