In practice I'd probably be okay with getting my "levelers" back to 60-90% and let them get to 100% again later. Every success/failure increases or decreases happiness by 10%, but happiness won't go below 10% so 9 successful rushes in a row will bring anyone back to 100%. Hopefully by the time they have the other rooms will have "cooled down" and you can rush them once or twice in each to bring their happiness back up to acceptable levels. Then select your next two level up candidates, put them in the first room and rush until they level up. Once they level up, run them through a gauntlet of your other rooms with low chance of failure to bring their happiness back up. Being a small room, the failures will be easy to deal with. One possible solution is to have several single width rooms, put two people you want to level up in the first one, and rush it until they level up. It's worth noting that each dweller leveling up will only count for the objective once, so if you send a Level 1 Dweller into the wastes, she won't accomplish the goal for you by herself even if she gets to level 23. This is continuous and will happen even if the game is 'off' but it is very slow.Ī medium amount from Rushing (succeed or fail) a room.Ī large amount from exploring the wastes.
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