Skill Trees
From Seed
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'''( 2 ^ [Level 4] ) * 300 * ( [Diff 3] ^ 3 ) = 43200 seconds = 720 minutes''' ''(~12h)'' | '''( 2 ^ [Level 4] ) * 300 * ( [Diff 3] ^ 3 ) = 43200 seconds = 720 minutes''' ''(~12h)'' | ||
- | ''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.'' | + | ''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.'' |
==Bugs and Workarounds== | ==Bugs and Workarounds== |
Revision as of 14:05, 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). Trade-Off skills are special in that the skills that depend on them do not need training--you gain the ability to use the dependent skills when you train the trade-off skill to the reqauired level.
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
- Level 5
- Advanced Electrician [Diff:x] - Bonus unknown?
- Level 5
- 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
- Electrician [Diff:2] - +5% bonus per level when repairing Electrical 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%)
- Level 1
- 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%
- Level 1
- 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%)
- Level 1
- 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%)
- Level 1
- 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 1
- Quality Assurance (T) [Diff:2] - Gives various trade-offs on repair quality
- 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:??] - ??
- Level 5
- Mechanical Manufacture [Diff:2] - Allows production of mechanical blueprints
- Level 5
- Advanced Mechanical Manufacture [Diff:??] - ??
- Level 5
- Chemical Manufacture [Diff:2] - Allows production of basic chemicals
- Level 3
- Biotech Manufacture [Diff:2] - Allows production of biotech blueprints
- Level 5
- Advanced Biotech Manufacture [Diff:??] - ??
- Level 5
- 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 5
- Biotech Manufacture [Diff:2] - Allows production of biotech blueprints
- Level 4
- Level 5
- Machine Tool Manufacture [Diff:??] - ??
- 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: 3] - Allows Administration of Factories
- Level 1
- Shaping Tech
- Level 1
- Factory Administration [Diff: 3] - Allows Administration of Factories
- ...
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
- Level 1
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 = ( 2 ^ level ) * 300 * ( difficulty ^ 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 ) = 43200 seconds = 720 minutes (~12h)
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.
Bugs and Workarounds
Currently, there is a bug that causes training time to be lost when the server crashes. One workaround for this is to login in periodically, switch your training to another skill, and then switch it back. This forces the training to be recorded back to the database, like a save point. However, due to another bug, sometimes the training display shows both skills training simultaneously. This appears to be a display bug, and it is likely that neither skill is actually training. You will probably have to restart the game client to get the display to correct itself.
After a server crash, training does not restart automatically like it should. You will have to do this manually for now.