Skill Trees

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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%, 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 5
          • Missed Opportunity (T) - Description 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%, Repair Quality: +10%)
        • Level 2
          • The extra bit (T) - If I apply a little extra here, it should hold better.... (Repair Quality: +10%, Item Charge: +10%)
        • Level 3
          • Push the envelope (T) - It's a solid tool... It can take it... (Repair Quality: +10%, Item stress: +10%)
        • Level 4
          • By the book (T) - Just follow the repair manual, and everything should be dandy... (Repair Quality: +10%, Inspiration drop: -50%)
        • Level 5
          • Use it all (T) - No, this is not a redundant screw... it goes... there! (Repair Quality: +10%, Salvage: -20%)
          • Critical Quality [Diff:3] - ?
      • 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... (Repair Quality: -10%, Inspiration Drop: +50%)
        • Level 3
          • Experimental Application (T) - Description missing (Item 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) - Description 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%, Item Charge: -20%)
        • Level 2
          • Power save mode (T) - Remember: short controlled bursts... (Repair quality: -10%, Item Charge: -10%)
        • Level 3
          • Quick and tricky (T) - Description missing (Item Charge: -10%, Item Stress +10%)
        • Level 4
          • Minimalist approach (T) - Description missing (Item Charge: -10%, Inspiration drop: -50%)
        • Level 5
          • Use what's there (T) - Description missing (Item Charge: -10%, Salvage: -20%)
          • Resource Efficiency [Diff:3] -
      • Scrounging [Diff:2] - Gives various tradeoffs on recycling
        • Level 1
          • Reduntant component (T) - That extra screw shouldn't go to waste (Cooldown: +10%, Salvage: +20%)
        • Level 3
          • Improvised component (T) - Description missing (Item Charge: +10%, Salvage: +20%)
        • Level 4
          • Pry it out (T) - Description missing (Item Stress: +10%, Salvage: +20%)
        • Level 5
          • Wonder what it's for (T) - Description missing (Inspiration drop: -50%, Salvage: +20%)
          • Salvage Expert [Diff:3] - Gives various tradeoffs on recycling
            • Level 2
              • Reduntant component II (T) - Description missing (Repair quality: -10%, Salvage: +20%)
      • Tool Handling [Diff:2] - Gives various trade-offs on tool stress
        • 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 (Repair Quality: -10%, Item Stress: -10%)
        • Level 3
          • Careful Application (T) - Description missing (Item Charge: +10%, Item Stress -10%)
        • Level 4
          • Take no chances (T) - Description missing (Item Stress -10%, Inspiration drop: -50%)
        • Level 5
          • Better leave it there (T) - Description missing (Item Stress -10%, Salvage: -20%)
          • Master Tool Handling [Diff:3] - Gives various trade-offs on tool stress
            • Level 1
              • Careful II (T) - Slow and steady wins the race (Cooldown: +10%, Item Stress: -10%)
            • Level 2
              • Save the tool II (T) - Description missing (Repair 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:3] - Allows production of basic chemicals
      • Mechanical Manufacture [Diff:2] - Allows production of mechanical blueprints
        • Level 5
          • Advanced Mechanical Manufacture [Diff:3] - Allows production of advanced mechanical blueprints
    • Level 3
      • Biotech Manufacture [Diff:2] - Allows production of biotech blueprints
        • Level 5
          • Advanced Biotech Manufacture [Diff:3] - Allows production of advanced biotech blueprints
      • 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:3] - Allows production of advanced electronic blueprints
    • 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 = ( 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 determined what the times will be for the official game, however, the expectation is that it will double at least.

Training Times

To simplify this for those who would rather not calculate it, here are the times it take to train a skill both shown as the time to train from one level to the other (the top number), and the cumulative time to train from the beginning, or level 0 (the bottom number, in italics). In the following, "m" means minutes, "h" means hours, and "d" means days.

The table lists up to difficulty 4 skills, which are the highest ones seen so far in the beta.

Level
Diff 1 2 3 4 5
1 10m
10m
20m
30m
40m
70m
80m
2.5h
2.67h
5.17h
2 80m
80m
2.67h
4h
5.33h
9.33h
10.67h
20h
21.33h
1.7d
3 4.5h
4.5h
9h
13.5h
18h
1.3d
1.5d
2.8d
3d
5.8d
4 10.67h
10.67h
21.33h
1.3d
1.8d
3.1d
3.6d
6.7d
7.1d
13.8d
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