Skill Trees

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Line 11: Line 11:
***'''''Jury Rigging''''' '''(T)''' [Diff:2] - Gives various tradeoffs on cooldown ***'''''Jury Rigging''''' '''(T)''' [Diff:2] - Gives various tradeoffs on cooldown
****'''Level 1''' ****'''Level 1'''
-*****'''''Quick 'n' Dirty''''' '''(T)''' [Diff:1] - Just get it done fast (Cooldown: -50% Quality: -10%)+*****'''''Quick 'n' Dirty''''' - Just get it done fast (Cooldown: -50% Quality: -10%)
****'''Level 2''' ****'''Level 2'''
-*****'''''Haste 'n' Waste''''' '''(T)''' [Diff:2] - So what if I use a bit extra materials (Cooldown: -10% Charge: 20%)+*****'''''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 3''' **'''Level 3'''
***'''''Electrician''''' [Diff:2] - 5% bonus per level when repairing Electrical Damage ***'''''Electrician''''' [Diff:2] - 5% bonus per level when repairing Electrical Damage

Revision as of 20:22, 4 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 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%
      • 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
          • Reduntant Component - Cooldown: 10% Salvage: 20%
      • Tool Handling (T) [Diff:2] - Gives various trade-offs on tool handling
        • Level 1
          • Carefull - Cooldown: 10% [Unknown]: -10%
    • ...

Production

  • Production [Diff:1] - Allows use of Microfacts
    • Level 1
      • Tool Manufacturing [Diff:2]
    • Level 2
      • Chemical Manufacturing [Diff:2] - Allows production of basic chemicals
        • ...
        • Level 5
          • Advanced Chemical Manufacturing [Diff:??]
      • Mechanical Manufacturing [Diff:2] - Allows production of repair tools
        • ...
        • 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:??]
    • ...

Research

  • Basic Science [Diff:1]
    • Level 1
      • Mathematics [Diff:2] - Theoretical Mathematics
    • Level 2
      • Biology [Diff:2] - Perform Biological Experiments
    • Level 3
      • Medicine [Diff:2]
    • Level 4
      • Physics [Diff:2]
    • ...

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 = Difficulty Time x 2 ^ (Current skill level)

...where Difficulty Time is determined according to the following table:

  • Difficulty 1 - 10 minutes
  • Difficulty 2 - 80 minutes
  • Difficulty 3 - ?? minutes
  • ...

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

80min x 2 ^ 1 = 160min (2h40m) 

To train Administration Level 4 (Diff: 2) it will take:

80min x 2 ^ 3 = 640min (10h40m)
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