

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 If the room is empty (all dwellers ran away like pregnant women and children, or dead), the incident can spread.Īnd the incident will still be super strong. 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). 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?īUT NOW THE CONSEQUENCES OF FAILURE ARE FAR WORSE (omg caps) If you rush and fail, something pops up but your healthy armed dwellers beat it down quickly and get XP. so 2 dwellers in a 1-wide, 4 dwellers in a 2-wide, 6 dwellers in a 3-wide. Let's say you have a level 1 room that's packed with full-health dwellers with no radiation poisoning and good weapons. Īlso u don't have to CLOSE THE GAME entirely, you can just exit to main menu then re-enter vault.Īlthough maybe exiting the game and reentering stops an incident entirely? I don't know. fly free little birdy fly free and far or maybe u will really stick to your guns but basically people either bang their heads against radscorpions or they don't.

suddenly your objections will fly away like a little bird. you might think it's an exploit now but wait until you meet radscorpions.

but it does prevent the incident from damaging your stores of power, food, and water. II) (hey, switching around is fun) - closing the game as an incident arises doesn't stop it from happening as far as I know. it is NOT COMBINED, it is the AVERAGE (mean). So it's better to have one high-stat dweller rushing than a bunch of medium-stat dwellers. 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. (shrug) you can see the percentage of failure before you try it.ġA) 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. 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.ġ) what makes them? you try to rush, and you fail. I also read that closing the game as an incident arises will stop it from happening. I hope the dwellers combined luck is under consideration. 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.
