Repair Tips and Tricks
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This guide aims to collate the tips and tricks of the experienced repairer. | This guide aims to collate the tips and tricks of the experienced repairer. | ||
- | These tips have all been personally verified by me ([[User:Actreal|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. | + | Warning: this guide does not necessarily include information to most recent beta patch. Please remove this warning if you update this guide to final patch. |
- | + | ||
- | Beta patch information current as of 20 March 2006. | + | |
==Skills== | ==Skills== | ||
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Repair skills can be separated into two groups: Specialist Skills and Trade-off 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). | + | 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 [[Repair_Tips_and_Tricks#Maximum_Possible_Repair_Tools|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: | 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 "hits" | + | * Cooldown - the time taken between repair cycles |
* Repair Quality - unspecified as not implemented yet | * 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 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 "hit" - if stress reaches maximum, the tool is damaged and will need repair | + | * 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 | * Inspiration Drop - the chance of an Inspiration being gained from a repair job | ||
* Salvage - unspecified as not implemented yet | * 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%. | |
- | 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 [[Skill Trees#Repair|Quality Assurance, Repair Technician, Resource Saving and Scrounging]] have no use for the moment and can be ignored in favour of other skills. | As some aspects are not yet implemented in the beta, there is currently no advantage to increasing those aspects. So the skills [[Skill Trees#Repair|Quality Assurance, Repair Technician, Resource Saving and Scrounging]] have no use for the moment and can be ignored in favour of other skills. | ||
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==Inspirations== | ==Inspirations== | ||
- | Inspiration drops are currently not implemented. Tips will be added once Inspirations are available. | + | Inspiration drops occur as you repair/produce/etc. They show up in your regular inventory, and can be traded to other players. They are used to decrease the time required to complete training for skills. |
- | + | ||
==Equipment== | ==Equipment== | ||
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To be the best repairer, you need the best tools. | To be the best repairer, you need the best tools. | ||
+ | ===Best Value for Money Tools with No Advanced Skills=== | ||
+ | |||
+ | {| border=1 cellspacing=0 cellpadding=5 | ||
+ | | '''Damage Type''' | ||
+ | | '''Tool Name''' | ||
+ | | '''Function Name''' | ||
+ | | '''Damage per Cycle''' | ||
+ | | '''Skill Required''' | ||
+ | | '''Tool Base Value''' | ||
+ | |- | ||
+ | | '''<font style="color: orange">Contamination</font>''' | ||
+ | | [[List_of_Tools#Monocleaner|Monocleaner]] | ||
+ | | Acid Spray | ||
+ | | 8 <font style="color: orange">Contamination</font> | ||
+ | | Hazmat L1 | ||
+ | | 916 AP | ||
+ | |- | ||
+ | | '''<font style="color: red">Electrical</font>''' | ||
+ | | [[List_of_Tools#Wire_Splicer|Wire Splicer]] | ||
+ | | Wiresplicer | ||
+ | | 2 <font style="color: red">Electrical</font> | ||
+ | | Basic Repair L1 | ||
+ | | 5461 AP | ||
+ | |- | ||
+ | | '''<font style="color: green">Electronic</font>''' | ||
+ | | [[List_of_Tools#Isolation_Kit|Isolation Kit]] | ||
+ | | Isolate | ||
+ | | 2 <font style="color: green">Electronic</font> | ||
+ | | Basic Repair L1 | ||
+ | | 1656 AP | ||
+ | |- | ||
+ | | '''<font style="color: blue">Mechanical</font>''' | ||
+ | | [[List_of_Tools#Mechanized_Wrench|Mechanized Wrench]] | ||
+ | | Servo Wrench | ||
+ | | 5 <font style="color: blue">Mechanical</font> | ||
+ | | Mechanics L3 | ||
+ | | 29463 AP | ||
+ | |- | ||
+ | | '''<font style="color: purple">Structural</font>''' | ||
+ | | [[List_of_Tools#Patcher|Patcher]] | ||
+ | | Patch | ||
+ | | 8 <font style="color: purple">Structural</font> | ||
+ | | N/A | ||
+ | | 16072 AP | ||
+ | |} <br> | ||
+ | |||
+ | ===Maximum Possible Repair Tools=== | ||
+ | |||
+ | {| border=1 cellspacing=0 cellpadding=5 | ||
+ | | '''Damage Type''' | ||
+ | | '''Tool Name''' | ||
+ | | '''Function Name''' | ||
+ | | '''Damage per Cycle''' | ||
+ | | '''Skill Required''' | ||
+ | |- | ||
+ | | '''<font style="color: orange">Contamination</font>''' | ||
+ | | [[List_of_Tools#Radleak Response Kit|Radleak Response Kit]] | ||
+ | | Radiation containment | ||
+ | | 19 <font style="color: orange">Contamination</font> | ||
+ | | Adv Hazmat L5 | ||
+ | |- | ||
+ | | '''<font style="color: red">Electrical</font>''' | ||
+ | | [[List_of_Tools#Mech_Clamper|Mech Clamper]] or [[List_of_Tools#Mechanized_Wrench|Mechanized Wrench]] | ||
+ | | Photovoltaic cells | ||
+ | | 12 <font style="color: red">Electrical</font> | ||
+ | | Adv Electrician L1 | ||
+ | |- | ||
+ | | '''<font style="color: green">Electronic</font>''' | ||
+ | | [[List_of_Tools#Radleak Response Kit|Radleak Response Kit]] | ||
+ | | Flare protection | ||
+ | | 8 <font style="color: green">Electronic</font> | ||
+ | | Electronics L3 | ||
+ | |- | ||
+ | | '''<font style="color: blue">Mechanical</font>''' | ||
+ | | [[List_of_Tools#Mech_Clamper|Mech Clamper]] or [[List_of_Tools#Servo_Wrench|Servo Wrench]] | ||
+ | | Clamper | ||
+ | | 12 <font style="color: blue">Mechanical</font> | ||
+ | | Adv Mechanics L3 | ||
+ | |- | ||
+ | | '''<font style="color: purple">Structural</font>''' | ||
+ | | [[List_of_Tools#Mech-Wrench|Mech-Wrench]] | ||
+ | | Molecular Reassembly | ||
+ | | 17 <font style="color: purple">Structural</font> | ||
+ | | Adv Engineering L5 | ||
+ | |} <br> | ||
+ | |||
+ | For more detail on all tools in the game, see the [[List_of_Tools|List of Tools]]. | ||
==Miscellaneous Tips== | ==Miscellaneous Tips== | ||
+ | |||
+ | ===Targeting Repair Jobs=== | ||
+ | |||
+ | Sometimes a repair job can be difficult to target. You click on the [[Service Hatches|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=== | ===Dual Tasking=== | ||
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 "hit" | + | * 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 "hit"!''' | + | * Use ''Patch'' and ''Super Glue'' on a [[List_of_Tools#Monowrapper|Monowrapper]] to fix '''36 <font style="color: purple">Structural</font> 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. | ||
+ | |||
+ | ==Complications== | ||
+ | |||
+ | Complications may appear while working on a repair job. You can do some tricks to avoid their harmful effects: | ||
+ | * If a complication states that "you might get hurt" and you're unsure wether you can remove it in time, stop repairing and run some distance from the hatch. This way you can "leap out of harm's way", avoiding injuries. | ||
+ | * If a complication can cause the repair job to get worse, but doesn't involve a damage type that wasn't worked on yet, you may ignore it - most likely it will only affect "it's" damage type which can't get worse, thus having no harmful effect. |
Current revision
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.
Warning: this guide does not necessarily include information to most recent beta patch. Please remove this warning if you update this guide to final patch.
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 occur as you repair/produce/etc. They show up in your regular inventory, and can be traded to other players. They are used to decrease the time required to complete training for skills.
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 | 916 AP |
Electrical | Wire Splicer | Wiresplicer | 2 Electrical | Basic Repair L1 | 5461 AP |
Electronic | Isolation Kit | Isolate | 2 Electronic | Basic Repair L1 | 1656 AP |
Mechanical | Mechanized Wrench | Servo Wrench | 5 Mechanical | Mechanics L3 | 29463 AP |
Structural | Patcher | Patch | 8 Structural | N/A | 16072 AP |
Maximum Possible Repair Tools
Damage Type | Tool Name | Function Name | Damage per Cycle | Skill Required |
Contamination | Radleak Response Kit | Radiation containment | 19 Contamination | Adv Hazmat L5 |
Electrical | Mech Clamper or Mechanized Wrench | Photovoltaic cells | 12 Electrical | Adv Electrician L1 |
Electronic | Radleak Response Kit | Flare protection | 8 Electronic | Electronics L3 |
Mechanical | Mech Clamper or Servo Wrench | Clamper | 12 Mechanical | Adv Mechanics L3 |
Structural | Mech-Wrench | Molecular Reassembly | 17 Structural | Adv Engineering L5 |
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.
Complications
Complications may appear while working on a repair job. You can do some tricks to avoid their harmful effects:
- If a complication states that "you might get hurt" and you're unsure wether you can remove it in time, stop repairing and run some distance from the hatch. This way you can "leap out of harm's way", avoiding injuries.
- If a complication can cause the repair job to get worse, but doesn't involve a damage type that wasn't worked on yet, you may ignore it - most likely it will only affect "it's" damage type which can't get worse, thus having no harmful effect.