Difference between revisions of "Probe Team Success Rate"
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= Tables = | = Tables = | ||
− | == Chance of | + | == Chance of action == |
target PROBE effect = enemy PROBE + 2 if COC in base, limited by [-2, 0] | target PROBE effect = enemy PROBE + 2 if COC in base, limited by [-2, 0] |
Revision as of 12:08, 29 October 2020
The thread above correctly lists all risks. The risks in the thread correspond values in code like this: RISK 1 = 0, RISK 2 = 1, etc.
Contents |
Formulas
Chance of action
target PROBE effect = target PROBE rating + 2 (if Cover Ops Center present at target base), limited by [-2, 0] interval probe strength = probe morale / 2 - target PROBE effect + 1 chance of failure = risk / probe strength
- If roll succeeds and there is HSAHunter-Seeker Algorithm - another 50-50 roll. Apparently, this should happen only if probe is enhanced. Otherwise, it won't even be able to carry out an action.
- If roll fails and probe is enhanced and there is no HSA - another 50-50 roll.
- If roll fails and probe is enhanced and there is HSA - no changes.
Chance of survival
target PROBE effect = target PROBE rating, limited in [-2, 0] interval - not sure if if Cover Ops Center plays any role here probe strength = probe morale - target PROBE effect + 1 chance of failure = (risk + 1) / probe strength
- If roll succeeds and probe is enhanced and there is HSA - it supposed to halve success chance as in "chance of action" above but I was lazy to track this branch.
- If roll fails and there is HSA - no changes.
- If roll fails and there is no HSA and probe is not enhanced - no changes.
- If roll fails and there is no HSA and probe is enhanced - another 50-50 roll.
Tables
Chance of action
target PROBE effect = enemy PROBE + 2 if COC in base, limited by [-2, 0]
target PROBE effect is subtracted from strength in table below essentially making acting probe stronger for negative values
morale | strength | RISK value | |||
---|---|---|---|---|---|
0 | 1 | 2 | 3 | ||
Disciplined/Hardened | 2 | 1 | 1/2 | ||
Veteran/Commando | 3 | 1 | 2/3 | 1/3 | |
Elite | 4 | 1 | 3/4 | 2/4 | 1/4 |
5 | 1 | 4/5 | 3/5 | 2/5 | |
6 | 1 | 5/6 | 4/6 | 3/6 |
Chance of survival
target PROBE effect = enemy PROBE, limited by [-2, 0]
target PROBE effect is subtracted from morale strength in table below essentially making acting probe stronger for negative values
morale | strength | RISK value | |||
---|---|---|---|---|---|
0 | 1 | 2 | 3 | ||
Disciplined | 2 | 1/2 | |||
Hardened | 3 | 2/3 | 1/3 | ||
Veteran | 4 | 3/4 | 2/4 | 1/4 | |
Commando | 5 | 4/5 | 3/5 | 2/5 | 1/5 |
Elite | 6 | 5/6 | 4/6 | 3/6 | 2/6 |
7 | 6/7 | 5/7 | 4/7 | 3/7 | |
8 | 7/8 | 6/8 | 5/8 | 4/8 |
Notes
Survival chance
Survival chance kicks in only after probe team successfully executes a mission. Otherwise, team is busted and eliminated right away.
Target PROBE effect
Target negative PROBE rating can add 0-2 to probe strength for the purpose of chance calculations. That's why both tables go two levels above Elite.
Covert Ops Center effect
Covert Ops Center reduces adds 2 to target PROBE rating for the purpose of target PROBE effect computation. Thus effectively nullifying -2 PROBE adverse effect and halving -3 PROBE effect. Doesn't help against -4 PROBE, though.
Own PROBE effect
Positive PROBE rating increases probe morale thus indirectly influencing chances.