Skill Trees

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***'''''Quality Assurance''''' '''(T)''' [Diff:2] - Gives various trade-offs on repair quality ***'''''Quality Assurance''''' '''(T)''' [Diff:2] - Gives various trade-offs on repair quality
****'''Level 1''' ****'''Level 1'''
-*****'''''Precise''''' - Cooldown: +10% Quality: +10%+*****'''''Precise''''' - This has to be done just right (Cooldown: +10% Quality: +10%)
 +****'''Level 2'''
 +*****'''''The extra bit''''' - If I apply a little extra here, it should hold better.... (Quality: +10% Charge: +10%)
***'''''Repair Technician''''' '''(T)''' [Diff:2] - Gives various trade-offs on inspiration ***'''''Repair Technician''''' '''(T)''' [Diff:2] - Gives various trade-offs on inspiration
****'''Level 1''' ****'''Level 1'''

Revision as of 00:53, 9 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 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 - This has to be done just right (Cooldown: +10% Quality: +10%)
        • Level 2
          • The extra bit - If I apply a little extra here, it should hold better.... (Quality: +10% Charge: +10%)
      • Repair Technician (T) [Diff:2] - Gives various trade-offs on inspiration
        • Level 1
          • Experimental - Hmmm, I could maybe try this instead? (Cooldown: +10% (Inspiration)Drop: +50%)
        • Level 2
          • Lets try this instead - It just might work... (Quality: -10% (Inspiration)Drop: +50%)
        • Level 3
          • Experimental Application - Charge: +10% (Inspiration)Drop: +50%
      • Resource Saving (T) [Diff:2] - Gives various trade-offs on resource usage
        • Level 1
          • Use it Well - Make every bit of charge count (Cooldown: +10% Charge: -20%)
      • Scrounging (T) [Diff:2] - Gives various trade-offs on recycling
        • Level 1
          • Redundant Component - That extra screw shouln't go to waste (Cooldown: +10% Salvage: +20%)
      • Tool Handling (T) [Diff:2] - Gives various trade-offs on tool handling
        • Level 1
          • Careful - Slow and steady wins the race (Cooldown: +10% [Unknown]: -10%)
        • Level 2
          • Save the tool - Don't know when I can get my hands on a replacement. Better be careful (Quality: -10% [Unknown]: -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:??] - ??
    • 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:??] - ??

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
    • ...

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 minutes) 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:

10 x (2 ^ 3) x (2 ^ 1) = 160min (2h40m)

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

10 x (3 ^ 3) x (2 ^ 3) = 2160min (36h)

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. Also, the official formula is actually "(2^(desired level)) * 300 * (difficulty^3)" - which gives training time in seconds, since the skill system increments a training point each second.

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