舰队升级计算

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No Man's Sky 无人深空
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深入解析护卫舰舰队及其升级模块系统 前言 市面上已有许多优质参考资料,详细介绍了如何发展和升级护卫舰舰队与货船。但在舰队属性加成的量化方面,我们似乎仍面临一个巨大的未知领域。在此,我想分享一些观察结果,或许能帮助大家更好地理解护卫舰的各项属性。由于属性存在容易达到的上限,这个话题可能并非那么有趣,但它或许能为理解其他采用类似规则的游戏机制提供一些思路。 我的笔记绝非完整或不容置疑,因此,如果你有补充内容或不同意见,欢迎分享你的看法。本文所有观察结果均基于2023年12月《无人深空》V4.4x回声更新版本。我们都希望未来能有更多令人兴奋的更新,因此这里的观察结果可能会在未来发生变化。 舰队总计 当选择护卫舰执行舰队远征时,屏幕底部会显示一行四个主要属性的总计。请注意,远征概览屏幕不会显示此类总计,而是会显示护卫舰总计(始终是已分配舰船数值的总和)和一个升级值(这意味着一个附加奖励,但正如我们将看到的,它实际上是与一个缩放值的差值)。随着你舰队的发展,你很快会注意到显示的总计很容易达到150的上限,如下方一艘经过适当升级的工业护卫舰所示。

如果我们增加更多护卫舰来进一步提升数值,会发生什么?

The displayed totals all remain at 150 points, while the frigates total can be above the cap and the displayed upgrades remain at zero. Let us note this down with some simple formulas for further reference. Fleet totals: display_total = MIN(scaled_value, 150) display_upgrades = MAX(scaled_value - display_frigates, 0) We cannot tell for sure, but it is fair to assume that any primary attribute beyond 150 has no effect on the quantity and quality of expedition rewards. To reach a five star fleet rating, the requirements are even lower: For specialized expeditions, the corresponding attribute just needs to reach a value of 100, and for balanced expeditions, it is enough to get all four attributes to value 50 or higher. If the fleet rating is two stars above the expedition difficulty rating, it is guaranteed that no frigates will be damaged. For the lower star ratings, I have observed the following thresholds. Fleet ratings for specialized / balanced expeditions: 5_star_min = 100 / 50 each 4_star_min = 81 / 36 each 3_star_min = 51 / 21 each 2_star_min = 21 / 11 each Freighter Bonus Once we know fleet totals are capped, we can focus on values below that limit. The next interesting observation: If no upgrades are applied, the displayed total and frigate total always differ by the same ratio, unless you reach the cap or change your freighter. Every freighter has a unique fleet bonus multiplier, much like the individual type bonuses you observe on every starship (i.e. multipliers for damage, warp range, shields and maneuverability). The actual freighter bonus value is never shown directly in-game, and the bands per freighter class are as follows. Freighter bonus ranges: S class: 40% - 60% A class: 20% - 40% B class: 10% - 20% C class: 0% - 10% If you use a save editor (yes, that also works read-only and on save backups) to look at the multiplier, it appears as a decimal value without any rounding. I used this precise value to check the convention how fleet totals are scaled, and it turns out they are always rounded down. Freighter bonus, no upgrades: scaled_value = FLOOR(display_frigates * (100% + freighter_bonus)) display_total = MIN(scaled_value, 150) If you want to calculate your freighter bonus without a save editor, be advised to compare fleet totals in the range of 140 to 149 against the corresponding frigate totals. The freighter bonus is often confused with the "fleet coordination" shown on the freighter inventory screen. However, this informational display value also changes depending on all active modules and adjacency counts. A common misconception: The displayed fleet coordination acts as "some bonus" on all fleet attributes. But if you raise the fleet coordination by adding non-adjacent upgrades for one attribute, you can clearly see the other attributes remain unaffected. To avoid the common confusion between "fleet coordination" and the actual "freighter bonus", these two terms are used consistently here. The fleet coordination is still useful, though. You can estimate a freighter's fleet bonus when no upgrades are active, e.g. when you are looking for a new freighter. New freighter without upgrades: freighter_bonus = 7.5% * (display_fleet_coordination - 20)So, if you come across an S-class with a coordination around 27, be aware it is quite an outstanding one. However, once a freighter is in use, the fleet coordination can sometimes glitch and show inconsistent values. Attribute Upgrades

我们理解舰队上限和货船加成,所以接下来要研究的是升级模块。在七种货船模块类型中,有六种(!)都与舰队加成有关。通常,每种模块各三个的完整套装看起来就像左侧的库存截图。注意模块周围的白色(或彩色)边框表示“相邻”:当相似模块彼此相邻放置时,每个模块将根据其左、右、上、下最多四个“匹配”模块获得未明确说明的加成。这种相邻系统使得《无人深空》中的升级计算变得非常晦涩难懂。

要了解升级机制,我们首先需要排除相邻加成的影响,方法是将模块分开放置或按左侧图示那样斜向摆放。在我测试的所有此类配置中,升级百分比似乎不是简单相加,而是以乘数方式叠加。计算公式为:(100% + 模块1)×(100% + 模块2)×(100% + 模块3) 这种计算方式适用于显示的百分比,当模块放置在超级充能插槽中时同样适用。四个属性升级模块没有数值范围,而是每个等级对应固定数值。 属性模块数值: S级:15% A级:11% B级:6% C级:2% 这固然不错,但相邻摆放时效果如何呢?我们可以预期每个模块最多获得四个小的加成值。这种加成可能对四个主要属性都是相同的。在上述18个模块的示例排列中,每个主属性(第2至5列)的相邻数为3/4/3。单个相邻对的加成太小,无法从四舍五入后的值中推断出来,但组合相邻加成却相当明显。我们可以猜测它们的叠加方式,用不同的加成值测试假设,看看观察到的值是否符合常见的四舍五入规则。我能找到的最简单规则如下: 升级乘数= (100% + 模块1 + 4.5% * 相邻数1)* (100% + 模块2 + 4.5% * 相邻数2)* (100% + 模块3 + 4.5% * 相邻数3) 缩放值=向下取整(显示的护卫舰数量 *(100% + 货船加成)* 升级乘数) 这意味着相邻加成会被添加到各个相应的模块中,然后将总和相乘。如果超级充能槽位在组合中,奖励应相应地进行叠加,不过我尚未对此进行详细验证。4.5%可能看起来有点奇怪,但这是我从记录的示例中得出的结果。如果另一个公式与不同的数值匹配,那也是合理的。 燃料升级 到目前为止,我们只讨论了舰队属性(战斗、探索、工业和贸易)。护卫舰的燃料消耗同样重要,但其解释方式有很大不同。

First of all, when you hire a new frigate or manage your fleet, there is a fundamental difference: The attributes always show up as base values, while the displayed fuel usage is always already altered by the freighter bonus and fuel upgrade modules. In other words: The frigates base fuel usage is never shown! You have to calculate it from observations or check it with a save editor. If we do the latter, we see the base fuel usage is always an integer in the following ranges. Fuel usage ranges (per warp or 250ly): Support Specialist: 2 to 5 Other Specialists: 8 to 12 The ranges for fuel upgrade modules are as follows. Fuel module values: S class: 15% - 20% A class: 11% - 14% B class: 6% - 10% C class: 2% - 5% Since the base values are small and the display values are even smaller, rounding plays a big role. Again, we can check the display values without upgrades, with isolated modules and with module adjacency. From what I have observed, the multipliers are not inverted (like "distance per fuel"), but the percentages are subtracted, and the result is always rounded up. Frigate fuel efficiency: display_fuel = CEILING( frigate_fuel * (100% - freighter_bonus) * upgrade_multipliers) upgrade_multipliers = (100% - module_1) * (100% - module_2) * (100% - module_3) And interestingly, the adjacency never had any observable effect on fuel usage. Fuel modules can boost attribute modules, but not vice versa. In other words, there is no reason to pack the fuel modules together, so putting them on supercharged slots may be a good idea. This brings a 20% module to 36%, which is worth exactly the same as two modules with 20% each (0.8*0.8=0.64). So, do I have to supercharge fuel modules? Quite frankly, not at all. Due to the strong rounding effects, it really depends. A decent S class freighter can push all frigates with a base value of 8 or lower to the hard minimum value of 1. That specific setup is cool if you have non-support frigates with such low base values, and perfectly useless for any other ship in your fleet. So, the ideal setup is highly situational and indeed a matter of personal preference. Is that all about fuel usage? No, it gets more complicated when you assign frigates to expeditions. The fuel usage values are displayed per 250ly (or warps). With that it seems the expedition distance is divided by 250, rounded up, and then multiplied with the total fuel usage of the selected frigates. fuel_product = sum_display_fuel * CEILING(display_distance/250) Each frigate can have one or more fuel reduction perks. These are not per distance, but per expedition. If, and only if, the total of fuel reduction outmatches the fuel product, then the expedition will have zero fuel cost. fuel_used_50t = CEILING( MAX(fuel_product - sum_fuel_reduction, 0) / 50) Frigate fuel comes in 3 item types (50t, 100t, 200t) and the overall consumption is always rounded up to a multiple of 50t. If you have no 50t items left to consume, a larger type will be used and the difference is returned as 50t items. Expedition Duration The sixth and final type of upgrade module reduces the duration of expeditions. To my understanding, this just shortens the time until the frigates return and therefore, it is by far the least relevant upgrade. A set of 5 new expeditions is available every 24 hours, regardless of completion times. A shorter duration really only helps when you have few frigates you want to use several times per day. I have not done any research yet, but it seems fair to assume the duration and fuel upgrades work similarly. Also, frigates can have one or more perks that reduce the duration each by a set percentage. Expected duration - not verified: display_duration = expedition_duration * (100% - module_1) * (100% - module_2) * (100% - module_3) * (100% - sum_duration_reduction) Consumable Upgrades A fleet can be equipped with up to three temporary upgrades that last for exactly one expedition.

此类升级的蓝图可通过回收的护卫舰模块解锁,或作为工厂的随机奖励获得。 爆炸无人机 +10 战斗 全息分析仪 +10 探索 精神控制装置 +10 交易 矿物压缩机 +10 工业 燃料氧化剂 -10% 持续时间 每次使用都会消耗该物品,而制作这些物品需要材料。消耗品的效果会随货船加成和升级倍率而缩放。但它们值得吗?虽然在游戏初期难以获取,但一旦拥有了这些消耗品,即使不用它们,也应该能相当容易地达到属性上限。因此,我尚未发现它们能产生显著影响的使用场景。为了总结本章内容,让我们通过以下附加方面来总结属性加成。 属性加成: upgrade_multiplier = (100% + 模块1 + 4.5% * 相邻1) * (100% + 模块2 + 4.5% * 相邻2) * (100% + 模块3 + 4.5% * 相邻3) scaled_value = 向下取整( (显示护卫舰数量 + 消耗品) * (100% + 货船加成)*upgrade_multiplier) display_total = 最小值(scaled_value, 150) display_upgrades = 最大值(scaled_value - 显示护卫舰数量, 0) 结语 希望这些观察结果能对那些喜欢深入研究游戏规则的玩家有所帮助。如果能引发一些讨论或更多更好的观察,那就更好了。从这个角度来说,欢迎大家交流。祝各位探索者旅途愉快,观察顺利!