Skill Trees
From Seed
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****'''Level 3''' | ****'''Level 3''' | ||
*****'''''Cut Corners''''' - Noone will ever notice... (Cooldown -10% [Unknown]: +10%) | *****'''''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''' | **'''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 15:46, 6 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 1
- Jury Rigging (T) [Diff:2] - Gives various tradeoffs on cooldown
- 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%
- Level 1
- 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%
- Level 1
- Resource Saving (T) [Diff:2] - Gives various trade-offs on resource usage
- Level 1
- Use it Well - Cooldown: +10% Charge: -20%
- Level 1
- Scrounging (T) [Diff:2] - Gives various trade-offs on recycling
- Level 1
- Redundant Component - Cooldown: +10% Salvage: +20%
- Level 1
- Tool Handling (T) [Diff:2] - Gives various trade-offs on tool handling
- Level 1
- Careful - Cooldown: +10% [Unknown]: -10%
- Level 1
- Quality Assurance (T) [Diff:2] - Gives various trade-offs on repair quality
- ...
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:??]
- Chemical Manufacturing [Diff:2] - Allows production of basic chemicals
- Level 3
- Biotech Manufacturing [Diff:2]
- Clothing and Safety Gear Manufacturing [Diff:2]
- Electronic Manufacturing [Diff:2]
- ...
- Level 1
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]
- 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]
- ...
- Level 1
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)