Skill Trees

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***'''''Scrounging''''' [Diff:2] - Gives various trade-offs on recycling ***'''''Scrounging''''' [Diff:2] - Gives various trade-offs on recycling
****'''Level 1''' ****'''Level 1'''
-*****'''''Redundant Component''''' '''(T)''' - That extra screw shouln't go to waste (Cooldown: +10% Salvage: +20%)+*****'''''Redundant component''''' '''(T)''' - That extra screw shouln't go to waste (Cooldown: +10% Salvage: +20%)
 +****'''Level 3'''
 +*****'''''Improvised component''''' '''(T)''' - Description missing (Item Charge: +10% Salvage: +20%)
***'''''Tool Handling''''' [Diff:2] - Gives various trade-offs on tool handling ***'''''Tool Handling''''' [Diff:2] - Gives various trade-offs on tool handling
****'''Level 1''' ****'''Level 1'''

Revision as of 19:21, 22 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 abilities are marked with (T). Trade-Off abililties are special in that they do not need to be trained. They are gained when you train the prerequisite skill to the required level.


Repair

  • Basic Repair [Diff:1] - Repairing Advanced Machinery
    • Level 1
    • Level 2
      • Jury Rigging [Diff:2] - Gives various tradeoffs on cooldown
        • Level 1
          • Quick 'n' Dirty (T) - Just get it done fast (Cooldown: -50% Quality: +10%)
        • Level 2
          • Haste 'n' Waste (T) - So what if I use a bit extra materials (Cooldown: -10% Charge: +20%)
        • Level 3
          • Cut Corners (T) - Noone will ever notice... (Cooldown -10% Item Stress: +10%)
        • Level 4
          • Routine (T) - Done one, you've done them all.. (Cooldown -10% Drop: -50%)
        • Level 5
          • Missed Opportunity (T) - 'Missing' (Cooldown -10% Salvage -20%)
          • Emergency Repair [Diff:3] - Gives various tradeoffs on cooldown
            • Level 1
              • Quick 'n' Dirty II (T) Just get it done fast (Cooldown: -10% Repair Quality: -10%)
    • Level 3
      • Electrician [Diff:2] - +5% bonus per level when repairing Electrical Damage
        • Level 5
          • Advanced Electrician [Diff:3] - +5% bonus per level when repairing Electrical Damage
      • Electronics [Diff:2] - +5% bonus per level when repairing Electronic Damage
        • Level 5
          • Advanced Electronics [Diff:3] - +5% bonus per level when repairing Electronic Damage
      • Engineering [Diff:2] - +5% bonus per level when repairing Structural Damage
        • Level 5
          • Advanced Engineering [Diff:3] - +5% bonus per level when repairing Structural Damage
      • Hazmat [Diff:2] - +5% bonus per level when repairing Contamination Damage
        • Level 5
          • Advanced Hazmat [Diff:3] - +5% bonus per level when repairing Contamination Damage
      • Mechanic [Diff:2] - +5% bonus per level when repairing Mechanical Damage
        • Level 5
          • Advanced Mechanic [Diff:3] - +5% bonus per level when repairing Mechanical Damage
    • Level 4
      • Quality Assurance [Diff:2] - Gives various trade-offs on repair quality
        • Level 1
          • Precise (T) - This has to be done just right (Cooldown: +10% Quality: +10%)
        • Level 2
          • The extra bit (T) - If I apply a little extra here, it should hold better.... (Quality: +10% Charge: +10%)
      • Repair Technician [Diff:2] - Gives various trade-offs on inspiration
        • Level 1
          • Experimental (T) - Hmmm, I could maybe try this instead? (Cooldown: +10% (Inspiration)Drop: +50%)
        • Level 2
          • Lets try this instead (T) - It just might work... (Quality: -10% (Inspiration)Drop: +50%)
        • Level 3
          • Experimental Application (T) - 'Missing' (Charge: +10% (Inspiration)Drop: +50%)
        • Level 4
          • Will it hold? (T) - 'Missing' (Item stress: +10% (Inspiration)Drop: +50%)
        • Level 5
          • So *that's* what its for... (T) - 'Missing' ((Inspiration)Drop: +50% Salvage -20%)
          • Master Technician [Diff:3] - Gives various tradeoffs on cooldown
      • Resource Saving [Diff:2] - Gives various trade-offs on resource usage
        • Level 1
          • Use it Well (T) - Make every bit of charge count (Cooldown: +10% Charge: -20%)
      • Scrounging [Diff:2] - Gives various trade-offs on recycling
        • Level 1
          • Redundant component (T) - That extra screw shouln't go to waste (Cooldown: +10% Salvage: +20%)
        • Level 3
          • Improvised component (T) - Description missing (Item Charge: +10% Salvage: +20%)
      • Tool Handling [Diff:2] - Gives various trade-offs on tool handling
        • Level 1
          • Careful (T) - Slow and steady wins the race (Cooldown: +10% Item Stress: -10%)
        • Level 2
          • Save the tool (T) - Don't know when I can get my hands on a replacement. Better be careful (Quality: -10% Item Stress: -10%)
    • Level 5

Production

  • Production [Diff:1] - Allows use of micro factories
    • Level 1
      • Tool Manufacture [Diff:2] - Allows production of repair tools
    • Level 2
      • Chemical Manufacture [Diff:2] - Allows production of basic chemicals
        • Level 5
          • Advanced Chemical Manufacture [Diff:??] - ??
      • Mechanical Manufacture [Diff:2] - Allows production of mechanical blueprints
        • Level 5
          • Advanced Mechanical Manufacture [Diff:3] - Allows production of advanced mechanical blueprints
    • Level 3
      • Biotech Manufacture [Diff:2] - Allows production of biotech blueprints
        • Level 5
          • Advanced Biotech Manufacture [Diff:??] - ??
      • Clothing and Safety Gear Manufacture [Diff:2] - Allows production of clothing and safety gear manufacture
      • Electronic Manufacture [Diff:2] - Allows production of electronic blueprints
        • Level 5
          • Advanced Electronic Manufacture [Diff:??] - ??
    • Level 4
    • Level 5
      • Machine Tool Manufacture [Diff:2] - Allows production of machine tools

Administration

  • Administration [Diff:2] - Allows Machine Administration
    • Level 1
    • Level 2
      • Containment Tech [Diff:3] - Allows Containment Tech
    • Level 3
      • Factory Administration [Diff: 3] - Allows Administration of Factories
        • Level 1
          • Shaping Tech [Diff:4] - Allows Shaping Tech
        • Level 2
          • Chemistry Tech [Diff:4] - Allows Chemistry Tech
          • Mechanic Tech [Diff:4] - Allows Mechanics Tech
        • Level 3
          • BioTech [Diff:4]
          • Electronics Tech [Diff:4]
    • Level 4
      • Proofing Tech [Diff:3] - Allows Proofing Tech
    • Level 5

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 (in seconds) is calcuated according the following formula:

Training Time = ( 2 ^ Level ) * 300 * ( Diff ^3 )

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

( 2^[Level 2] ) * 300 * ( [Diff 2]^3 ) = 9600 seconds = 160 minutes (2h40m)

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

( 2^[Level 4] ) * 300 * ( [Diff 3]^3 ) = 129600 seconds = 2160 minutes (72h)

Shortcut Formula

In order to keep the arithmetic a bit easier to calculate, the formula can be simplified to:

Training Time (in minutes) = 10 x ( 2 ^ (current level) ) x (difficulty ^ 3)

Note that the above times have been shortened for beta. It has not yet been said what the times will be for the official game.