Talk:Skill Trees
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Revision as of 16:33, 7 March 2006; view current revision
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It looks like the formula has changed to:
Training Time = (2^level) * 300 * (difficulty^3)
http://www.seedthegame.com/forums/showthread.php?p=15973#post15973 is the reference!
It looks like training Electrician 5 opens up Advanced Electrician. I would have put it in, but I thought I might break the layout...
Actreal: I'm not in the beta, but the description for Quick'n'Dirty II looks wrong - why would an advanced skill give less bonus to Cooldown for the same tradeoff on Repair Quality?
[edit]
Reformatting trade off skills
I know we thought about this once, but I think we should look at it again. The repair tree is "too long" because of the trade off abilities. It makes it harder to understand the tree as a whole. How about this:
- 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%, Repair Quality: -10%)
- Level 2 - Haste 'n' Waste (T) - So what if I use a bit extra materials (Cooldown: -10%, Item 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%, Inspiration Drop: -50%)
- Level 4 - Just a test (T) - A hypothetical case where a skill has two abilities in a level (Cooldown -10%, Inspiration Drop: -50%)
- Level 5 - Missed Opportunity (T) - Description missing (Cooldown -10%, Salvage -20%)
- Emergency Repair [Diff:3] - Gives various tradeoffs on cooldown
- Jury Rigging [Diff:2] - Gives various tradeoffs on cooldown
- Zhiroc 17:33, 7 March 2006 (CET)