Skill Trees

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*****'''Advanced Chemical Manufacturing'''' [Diff:??] - ?? *****'''Advanced Chemical Manufacturing'''' [Diff:??] - ??
*****'''''Advanced Chemical Manufacturing''''' [Diff:??] *****'''''Advanced Chemical Manufacturing''''' [Diff:??]
-***'''''Mechanical Manufacturing''''' [Diff:2] - Allows productiion of mechanical blueprints+***'''''Mechanical Manufacturing''''' [Diff:2] - Allows production of mechanical blueprints
****'''Level 5''' ****'''Level 5'''
*****'''''Advanced Mechanical Manufacturing''''' [Diff:??] *****'''''Advanced Mechanical Manufacturing''''' [Diff:??]

Revision as of 08:41, 7 February 2006

Contents

Skill Trees

See also Skills for a detailed explanation of Skills and Abilities

There are currently four skills lines - Repair, Production, Administration, and Research. Trade-Off skills are marked with (T).


Repair

  • Basic Repair [Diff:1] - Repairing Advanced Machinery
    • Level 1
    • Level 2
      • Jury Rigging (T) [Diff:2] - Gives various tradeoffs on cooldown
        • Level 1
          • Quick 'n' Dirty - Just get it done fast (Cooldown: -50% Quality: -10%)
        • Level 2
          • Haste 'n' Waste - So what if I use a bit extra materials (Cooldown: -10% Charge: +20%)
        • Level 3
          • Cut Corners - Noone will ever notice... (Cooldown -10% [Unknown]: +10%)
        • Level 4
          • Routine - Done one, you've done them all.. (Cooldown -10% Drop: -50%)
    • Level 3
      • Electrician [Diff:2] - +5% bonus per level when repairing Electrical Damage
      • Electronics [Diff:2] - +5% bonus per level when repairing Electronic Damage
      • Engineering [Diff:2] - +5% bonus per level when repairing Structural Damage
      • Hazmat [Diff:2] - +5% bonus per level when repairing Contamination Damage
      • Mechanic [Diff:2] - +5% bonus per level when repairing Mechanical Damage
    • Level 4
      • Quality Assurance (T) [Diff:2] - Gives various trade-offs on repair quality
        • Level 1
          • Precise - Cooldown: +10% Quality: +10%
      • Repair Technician (T) [Diff:2] - Gives various trade-offs on inspiration
        • Level 1
          • Experimental - Cooldown: +10% (Inspiration)Drop: +50%
        • Level 2
          • Lets try this instead - Quality: -10% (Inspiration)Drop: +50%
      • Resource Saving (T) [Diff:2] - Gives various trade-offs on resource usage
        • Level 1
          • Use it Well - Cooldown: +10% Charge: -20%
      • Scrounging (T) [Diff:2] - Gives various trade-offs on recycling
        • Level 1
          • Redundant Component - Cooldown: +10% Salvage: +20%
      • Tool Handling (T) [Diff:2] - Gives various trade-offs on tool handling
        • Level 1
          • Careful - Cooldown: +10% [Unknown]: -10%
    • Level 5

Production

  • Production [Diff:1] - Allows use of micro factories
    • Level 1
      • Tool Manufacturing [Diff:2] - Allows production of repair tools
    • Level 2
      • Chemical Manufacturing [Diff:2] - Allows production of basic chemicals
        • Level 5
          • Advanced Chemical Manufacturing' [Diff:??] - ??
          • Advanced Chemical Manufacturing [Diff:??]
      • Mechanical Manufacturing [Diff:2] - Allows production of mechanical blueprints
        • Level 5
          • Advanced Mechanical Manufacturing [Diff:??]
    • Level 3
      • Biotech Manufacturing [Diff:2] - ??
      • Clothing and Safety Gear Manufacturing [Diff:2]
      • Electronic Manufacturing [Diff:2]

Administration

  • Administration [Diff:2] - Allows Machine Administration
    • Level 1
    • Level 2
      • Containment Tech [Diff:3] - Allows Containment Tech
    • Level 3
      • Factory Administration [Diff: ??]
    • ...

Research

  • Basic Science [Diff:1] - Using basic scientific tools
    • Level 1
      • Mathematics [Diff:2] - Theoretical Mathematics
    • Level 2
      • Biology [Diff:2] - Perform Biological Experiments
    • Level 3
      • Medicine [Diff:2] - The Science of curing ailments
    • Level 4
      • Physics [Diff:2] - Science of natural laws
    • Level 5

Training Skills

Skills in Seed are trained over time, although they may also be boosted by the use of Inspirations. Training time is calcuated according the following formula:

Training Time = (10 x Difficulty ^ 3) x (2 ^ (Current skill level))

So for instance, to train Administration Level 2 (Diff: 2) it will take:

(10min x 2 ^ 3) x 2 ^ 1 = 160min (2h40m)

To train Containment Tech Level 4 (Diff: 3) it will take:

(10min x 3 ^ 3) x 2 ^ 3 = 2160min (36h)
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