Repair Tips and Tricks

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You can use more than one function on the same tool at a time: You can use more than one function on the same tool at a time:
* Use ''Acid Spray'' and ''Biosponge'' on a [[List_of_Tools#Monocleaner|Monocleaner]] to fix 10 <font style="color: orange">Contamination</font> per cycle * Use ''Acid Spray'' and ''Biosponge'' on a [[List_of_Tools#Monocleaner|Monocleaner]] to fix 10 <font style="color: orange">Contamination</font> per cycle
-* Use ''Wire and Jumper Kit'' and ''Wiresplicer'' on a [[List_of_Tools#Basic_E-kit|Basic E-kit]] to fix <font style="color: green">Electronic</font> and <font style="color: red">Electrical</font> at the same time+* Use ''Servo Wrench'' and ''Photovoltaic Cells'' on a [[List_of_Tools#Mechanized_Wrench|Mechanized Wrench]] to fix <font style="color: blue">Mechanical</font> and <font style="color: red">Electrical</font> at the same time
* Use ''Patch'' and ''Super Glue'' on a [[List_of_Tools#Monowrapper|Monowrapper]] to fix '''36 <font style="color: purple">Structural</font> per cycle!''' * Use ''Patch'' and ''Super Glue'' on a [[List_of_Tools#Monowrapper|Monowrapper]] to fix '''36 <font style="color: purple">Structural</font> per cycle!'''

Revision as of 01:59, 10 April 2006

If you're new to Seed or still learning the basics of repairing, try the First Day Guide or Gameplay Topics - Repairs.

This guide aims to collate the tips and tricks of the experienced repairer.

These tips have all been personally verified by me (Actreal) in game, so if you have a new tip to add, please use the Talk page to suggest it so that I can test it before transferring it to the Guide. Thanks.

Beta patch information current as of 20 March 2006.

Contents

Skills

Skills take time to train, so planning your skill training is important so that you can quickly acquire the more useful repair skills.


Repair skills can be separated into two groups: Specialist Skills and Trade-off Skills.

Specialist skills make you better at repairing a certain damage type by giving you a bonus to repair (5% per level) and giving you access to improved tool functions (e.g. Super Glue requires Engineering level 4). See the table below for the maximum Specialist skills required to use the best functions in the game as a guide to how far to train these skills.

Trade-Off skills provide trade-off abilities (see below), allowing you to increase one aspect of repair at the expense of another. Those aspects are:

  • Cooldown - the time taken between repair cycles
  • Repair Quality - unspecified as not implemented yet
  • Item Charge - not implemented but tools will use a number of charges for each repair and will need to be recharged
  • Item Stress - the amount of stress per repair cycle - if stress reaches maximum, the tool is damaged and will need repair
  • Inspiration Drop - the chance of an Inspiration being gained from a repair job
  • Salvage - unspecified as not implemented yet


Each Trade-off skill gives one ability for each skill level. The five abilities given by a single skill increase the same aspect and decrease different aspects. Basic level skills give a +25/-20% or +25%/-25% trade-off. Advanced level skills improve the trade-off to +50%/-10%

As some aspects are not yet implemented in the beta, there is currently no advantage to increasing those aspects. So the skills Quality Assurance, Repair Technician, Resource Saving and Scrounging have no use for the moment and can be ignored in favour of other skills.

Trade-Off Abilities

As some aspects are not yet implemented in the beta, there is also currently no disadvantage to decreasing those aspects.

Therefore, with the right abilities you can improve Cooldown and Item Stress for "free" (i.e. decreasing Quality, Charge, Inspiration Drop or Salvage).


Once you have advanced skills, you can also select opposite trade-offs, so that the net effect is 40% (+50% - 10%) increase to both aspects.


Inspirations

Inspiration drops are currently not implemented. Tips will be added once Inspirations are available.


Equipment

To be the best repairer, you need the best tools.

Best Value for Money Tools with No Advanced Skills

Damage Type Tool Name Function Name Damage per Cycle Skill Required Tool Base Value
Contamination Monocleaner Acid Spray 8 Contamination Hazmat L1 400 AP
Electrical Basic E-kit Wiresplicer 2 Electrical Basic Repair L1 3816 AP
Electronic Basic E-kit Wire and Jumper Kit 6 Electronic Electronics L1 3816 AP
Mechanical Mechanized Wrench Servo Wrench 5 Mechanical Mechanics L3 6624 AP
Structural Monowrapper Patch 8 Structural Jury Rigging L1 3728 AP

Maximum Possible Repair Tools

Damage Type Tool Name Function Name Damage per Cycle Skill Required
Contamination Multicleaner Sterilizer Ray 18 Contamination Adv Hazmat L4
Electrical Mech Clamper or Mechanized Wrench Photovoltaic cells 12 Electrical Adv Electrician L1
Electronic Heavy Welder or Multicleaner Soldering Laser 12 Electronic Adv Electronics L1
Mechanical Mech Clamper or Servo Wrench Clamper 12 Mechanical Adv Mechanics L3
Structural Monowrapper Super Glue 28 Structural Engineering L4

For more detail on all tools in the game, see the List of Tools.

Miscellaneous Tips

Targeting Repair Jobs

Sometimes a repair job can be difficult to target. You click on the hatch, but no Target or Examine icons appear. Each job has a sweet spot to access these icons and some sweet spots can be hard to find.

The middle of the hatch generally works for wall hatches.

For floor hatches, if the middle of the hatch isn't working, click on or outside the short edges of the hatch (left or right), inside the white target frame. In my experience, the short edge closest to your character works more often.

Dual Tasking

You can use more than one function on the same tool at a time:

  • Use Acid Spray and Biosponge on a Monocleaner to fix 10 Contamination per cycle
  • Use Servo Wrench and Photovoltaic Cells on a Mechanized Wrench to fix Mechanical and Electrical at the same time
  • Use Patch and Super Glue on a Monowrapper to fix 36 Structural per cycle!

However, using dual-tasking can be tricky. For it to work, you generally need to select both functions before the repair animation begins, although occasionally I have been able to start a second function after using one function for a few cycles.

One method that has worked for many players is to make sure all previous animations have stopped, then click the first and then second function in quick succession near the right hand edge of the cooldown gauge. If it has worked, then both gauges should start to "cooldown" simultaneously.

It may take a few tries to get the hang of it, so don't get put off if it doesn't work at first.

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