Skill Trees

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***'''''Factory Administration''''' [Diff: 3] - Allows Administration of Factories ***'''''Factory Administration''''' [Diff: 3] - Allows Administration of Factories
****'''Level 1''' ****'''Level 1'''
-*****'''''Shaping Tech'''''+*****'''''Shaping Tech''''' [Diff:4] - Allows Shaping Tech
 +****'''Level 2'''
 +*****'''''Chemistry Tech''''' [Diff:4] - Allows Chemistry Tech
 +*****'''''Mechanic Tech''''' [Diff:4] - Allows Mechanics Tech
 +****'''Level 3'''
 +*****'''''BioTech''''' [Diff:4]
 +*****'''''Electronics Tech''''' [Diff:4]
**'''Level 4''' **'''Level 4'''
***'''''Proofing Tech''''' [Diff:3] - Allows Proofing Tech ***'''''Proofing Tech''''' [Diff:3] - Allows Proofing Tech

Revision as of 02:49, 15 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 abilities are marked with (T). Trade-Off abililties are special in that they do not need to be trained. They are gained when you train the prerequisite skill to the required level.


Repair

  • Basic Repair [Diff:1] - Repairing Advanced Machinery
    • Level 1
    • Level 2
      • Jury Rigging [Diff:2] - Gives various tradeoffs on cooldown
        • Level 1
          • Quick 'n' Dirty (T) - Just get it done fast (Cooldown: -50% Quality: -10%)
        • Level 2
          • Haste 'n' Waste (T) - So what if I use a bit extra materials (Cooldown: -10% Charge: +20%)
        • Level 3
          • Cut Corners (T) - Noone will ever notice... (Cooldown -10% Item Stress: +10%)
        • Level 4
          • Routine (T) - Done one, you've done them all.. (Cooldown -10% Drop: -50%)
        • Level 5
          • Missed Opportunity (T) - 'Missing' (Cooldown -10% Salvage -20%)
          • Emergency Repair [Diff:3] - Gives various tradeoffs on cooldown
            • Level 1
              • Quick 'n' Dirty II (T) Just get it done fast (Cooldown: -10% Repair Quality: -10%)
    • Level 3
      • Electrician [Diff:2] - +5% bonus per level when repairing Electrical Damage
        • Level 5
          • Advanced Electrician [Diff:3] - +5% bonus per level when repairing Electrical Damage
      • Electronics [Diff:2] - +5% bonus per level when repairing Electronic Damage
        • Level 5
          • Advanced Electronics [Diff:3] - +5% bonus per level when repairing Electronic Damage
      • Engineering [Diff:2] - +5% bonus per level when repairing Structural Damage
        • Level 5
          • Advanced Engineering [Diff:3] - +5% bonus per level when repairing Structural Damage
      • Hazmat [Diff:2] - +5% bonus per level when repairing Contamination Damage
        • Level 5
          • Advanced Hazmat [Diff:3] - +5% bonus per level when repairing Contamination Damage
      • Mechanic [Diff:2] - +5% bonus per level when repairing Mechanical Damage
        • Level 5
          • Advanced Mechanic [Diff:3] - +5% bonus per level when repairing Mechanical Damage
    • Level 4
      • Quality Assurance [Diff:2] - Gives various trade-offs on repair quality
        • Level 1
          • Precise (T) - This has to be done just right (Cooldown: +10% Quality: +10%)
        • Level 2
          • The extra bit (T) - If I apply a little extra here, it should hold better.... (Quality: +10% Charge: +10%)
      • Repair Technician [Diff:2] - Gives various trade-offs on inspiration
        • Level 1
          • Experimental (T) - Hmmm, I could maybe try this instead? (Cooldown: +10% (Inspiration)Drop: +50%)
        • Level 2
          • Lets try this instead (T) - It just might work... (Quality: -10% (Inspiration)Drop: +50%)
        • Level 3
          • Experimental Application (T) - 'Missing' (Charge: +10% (Inspiration)Drop: +50%)
        • Level 4
          • Will it hold? (T) - 'Missing' (Item stress: +10% (Inspiration)Drop: +50%)
        • Level 5
          • So *that's* what its for... (T) - 'Missing' ((Inspiration)Drop: +50% Salvage -20%)
          • Master Technician [Diff:3] - Gives various tradeoffs on cooldown
      • Resource Saving [Diff:2] - Gives various trade-offs on resource usage
        • Level 1
          • Use it Well (T) - Make every bit of charge count (Cooldown: +10% Charge: -20%)
      • Scrounging [Diff:2] - Gives various trade-offs on recycling
        • Level 1
          • Redundant Component (T) - That extra screw shouln't go to waste (Cooldown: +10% Salvage: +20%)
      • Tool Handling [Diff:2] - Gives various trade-offs on tool handling
        • Level 1
          • Careful (T) - Slow and steady wins the race (Cooldown: +10% Item Stress: -10%)
        • Level 2
          • Save the tool (T) - Don't know when I can get my hands on a replacement. Better be careful (Quality: -10% Item Stress: -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:2] - Allows production of machine tools

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 [Diff:4] - Allows Shaping Tech
        • Level 2
          • Chemistry Tech [Diff:4] - Allows Chemistry Tech
          • Mechanic Tech [Diff:4] - Allows Mechanics Tech
        • Level 3
          • BioTech [Diff:4]
          • Electronics Tech [Diff:4]
    • Level 4
      • Proofing Tech [Diff:3] - Allows Proofing Tech
    • Level 5

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 seconds) is calcuated according the following formula:

Training Time = ( Level ^2 ) * 300 * ( Diff ^3 )

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

( [Level 2]^2 ) * 300 * ( [Diff 2]^3 ) = 9600 seconds = 160 minutes (2h40m)

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

( [Level 4]^2 ) * 300 * ( [Diff 3]^3 ) = 43200 seconds = 720 minutes (~12h)

Shortcut Formula

In order to keep the arithmetic a bit easier to calculate, the formula can be simplified to:

Training Time (in minutes) = 10 x ( 2 ^ (current level) ) x (difficulty ^ 3)

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

Sometimes the training display shows two (or more) 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.

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