User:Lone Aristocrat/Sandbox
5 lbs. Weight | |
Complexity
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4 |
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Character
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ç |
ID?
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MatterRecompositer |
Spawns in
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Infobox data from game version 2.0.207.72
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License point cost
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No results |
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Slots
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No results |
Destroyed when removed
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No results |
matter recompositer is a moderate cost cybernetic implant which upon installation gives the user the ability to instantly teleport to a random explored tile within the user's current zone.
The granted ability is called "Emergency Recomposite" and upon activation "You teleport" is printed into the message log. The user is then transported to a random tile that is both unoccupied and previously explored, if there are no available valid tiles, a message box stating "There are no places to escape to safety!" will instead pop-up and the ability will completely fail to activate, neither taking a turn or going on cooldown.
Unlike some other forms of Teleportation the teleportation provided by the implant does not take a turn, allowing the user to act before any newly nearby hostile creatures or most environmental hazards such as
industrial fans or
machine presses. However, while various dangers will be unable to immediately act, certain hazards
Formulae
The following formulae are used to determine ability cooldown based on compute power total. Of the two, whichever equation returns a larger result determines cooldown before the effects of Willpower.
Cooldown | 100 X (100-compute power)/100
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Cooldown | 100/2
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The overall result of the two equations is that compute power reduces the base cooldown by 1 turn per unit of compute power until the base cooldown has been halved, after which additional compute power confers no further benefit.
Compute power table
Compute Power | Cooldown |
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5 | 95 rounds |
10 | 90 rounds |
15 | 85 rounds |
20 | 80 rounds |
25 | 75 rounds |
30 | 70 rounds |
35 | 65 rounds |
40 | 60 rounds |
45 | 55 rounds |
50 | 50 rounds |
55 | 50 rounds |
60 | 50 rounds |
Ability cooldown
The cooldown for matter recompositer is influenced both by compute power and willpower (WI). The following tables indicate matter recompositer's willpower-adjusted cooldown (CD) at compute power totals 0, 10, 20, 30, 40, and 50.
0 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
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9 | 135 | 15 | 105 | 21 | 75 | 27 | 45 |
10 | 130 | 16 | 100 | 22 | 70 | 28 | 40 |
11 | 125 | 17 | 95 | 23 | 65 | 29 | 35 |
12 | 120 | 18 | 90 | 24 | 60 | 30 | 30 |
13 | 115 | 19 | 85 | 25 | 55 | 31 | 25 |
14 | 110 | 20 | 80 | 26 | 50 | 32 | 20 |
10 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
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9 | 122 | 15 | 95 | 21 | 68 | 27 | 41 |
10 | 117 | 16 | 90 | 22 | 63 | 28 | 36 |
11 | 113 | 17 | 86 | 23 | 59 | 29 | 32 |
12 | 108 | 18 | 81 | 24 | 54 | 30 | 27 |
13 | 104 | 19 | 77 | 25 | 50 | 31 | 23 |
14 | 99 | 20 | 72 | 26 | 45 | 32 | 18 |
20 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
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9 | 108 | 15 | 84 | 21 | 60 | 27 | 36 |
10 | 104 | 16 | 80 | 22 | 56 | 28 | 32 |
11 | 100 | 17 | 76 | 23 | 52 | 29 | 28 |
12 | 96 | 18 | 72 | 24 | 48 | 30 | 24 |
13 | 92 | 19 | 68 | 25 | 44 | 31 | 20 |
14 | 88 | 20 | 64 | 26 | 40 | 32 | 16 |
30 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
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9 | 95 | 15 | 74 | 21 | 53 | 27 | 32 |
10 | 91 | 16 | 70 | 22 | 49 | 28 | 28 |
11 | 88 | 17 | 67 | 23 | 46 | 29 | 25 |
12 | 84 | 18 | 63 | 24 | 42 | 30 | 21 |
13 | 81 | 19 | 60 | 25 | 39 | 31 | 18 |
14 | 77 | 20 | 56 | 26 | 35 | 32 | 14 |
40 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
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9 | 81 | 15 | 63 | 21 | 45 | 27 | 27 |
10 | 78 | 16 | 60 | 22 | 42 | 28 | 24 |
11 | 75 | 17 | 57 | 23 | 39 | 29 | 21 |
12 | 72 | 18 | 54 | 24 | 36 | 30 | 18 |
13 | 69 | 19 | 51 | 25 | 33 | 31 | 15 |
14 | 66 | 20 | 48 | 26 | 30 | 32 | 12 |
50 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
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9 | 68 | 15 | 53 | 21 | 38 | 27 | 23 |
10 | 65 | 16 | 50 | 22 | 35 | 28 | 20 |
11 | 63 | 17 | 48 | 23 | 33 | 29 | 18 |
12 | 60 | 18 | 45 | 24 | 30 | 30 | 15 |
13 | 58 | 19 | 43 | 25 | 28 | 31 | 13 |
14 | 55 | 20 | 40 | 26 | 25 | 32 | 10 |
Advantages & Disadvantages
Advantages
- Strong escape tool.
- Teleportation does not take a turn, somewhat limiting danger even when teleported to a less-than-ideal location.
- Cooldown scales well with compute power, allowing for frequent use without heavy investment.
Disadvantages
- Due to the random nature of the teleport it's possible for the user to sometimes be placed in a worse position than previously.
- Completely outclassed by the similarly functioning high-fidelity matter recompositer in nearly all metrics besides license cost.
- Moderate cost can be a tad prohibitive depending on the user's license tier and build goals.
Use as an escape tool
There are various scenarios where having some form of teleportation provides strong utility.
Use Case |
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Can allow the user to escape when grabbed and engulfed by certain creatures like red death daccas and tongue tyrants, making both the banana grove and Palladium Reef somewhat safer to explore. |
Allows the user to teleport away when next to foes with dangerous melee attacks, like the limb-dismembering strikes of astral tabbies and saw-handers or the attribute-draining attacks of stat saps and enigma snails. |
Allows the user to escape when latched onto by some creatures, such as the limb-obliterating madpole commonly found in jungle rivers or the movement-impeding crypt ferrets that are endemic to the upper stratum of the Tomb of the Eaters. |
Allow the user to teleport away while stuck in certain objects and liquids such as asphalt or webs, potentially saving the user from being surrounded and killed while otherwise unable to easily flee. |
Allows the user to escape when engulfed by various members of the Oozes faction, like gelatinous cupolas, gelatinous wedges or gelatinous antiprisms, saving the user from potentially suffering heavy damage, dealing with deadly anti-twins generated by gelatinous antiprisms or having to contend with being forced to a lower stratum by gelatinous cupolas. |
Tips
- Having night vision installed provides the user with 40 tiles of sight, allowing for faster exploration of the surrounding area which in turn substantially increases the number of valid teleportation targets in a given zone, noticeably improving the odds of successfully teleporting away from hostile creatures or environmental hazards.
- Installed pneumatic pistons can somewhat mitigate the danger of a suboptimal teleportation. If after teleporting, the user was to end up next to a hazard or deadly creature, they would then have the option of using the enhanced Jump provided by the Pneumatics pistons to move up to 6 tiles away, providing the user with breathing room and potentially allowing for a complete escape if necessary.