Skill Trees
From Seed
Revision as of 14:32, 15 February 2006 Zhiroc (Talk | contribs) (correct training eqns) ← Previous diff |
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***'''''Jury Rigging''''' [Diff:2] - Gives various tradeoffs on cooldown | ***'''''Jury Rigging''''' [Diff:2] - Gives various tradeoffs on cooldown | ||
****'''Level 1''' | ****'''Level 1''' | ||
- | *****'''''Quick 'n' Dirty''''' '''(T)''' - Just get it done fast (Cooldown: -50% Quality: -10%) | + | *****'''''Quick 'n' Dirty''''' '''(T)''' - Just get it done fast (Cooldown: -50% Quality: +10%) |
****'''Level 2''' | ****'''Level 2''' | ||
*****'''''Haste 'n' Waste''''' '''(T)''' - So what if I use a bit extra materials (Cooldown: -10% Charge: +20%) | *****'''''Haste 'n' Waste''''' '''(T)''' - So what if I use a bit extra materials (Cooldown: -10% Charge: +20%) |
Revision as of 16:19, 21 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 1
- Level 1
- Jury Rigging [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:3] - +5% bonus per level when repairing Electrical Damage
- Level 5
- 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
- Level 5
- 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
- Level 5
- 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
- Level 5
- 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 5
- Electrician [Diff:2] - +5% bonus per level when repairing Electrical 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%)
- Level 1
- 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
- Level 1
- 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%)
- Level 1
- 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%)
- Level 1
- 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 1
- Quality Assurance [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:2] - Allows production of machine tools
- 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 [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 1
- Factory Administration [Diff: 3] - Allows Administration of Factories
- 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
- 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 seconds) is calcuated according the following formula:
Training Time = ( 2 ^ Level ) * 300 * ( Diff ^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 ) = 129600 seconds = 2160 minutes (72h)
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.