Skill Trees

From Seed

(Difference between revisions)
Jump to: navigation, search
Revision as of 11:10, 4 February 2006
220.245.178.132 (Talk)

← Previous diff
Revision as of 11:27, 4 February 2006
Sixius (Talk | contribs)
(Repair)
Next diff →
Line 11: Line 11:
****'''Level 1''' ****'''Level 1'''
*****'''''Quick 'n' Dirty''''' [Diff:1] - Just get it done fast *****'''''Quick 'n' Dirty''''' [Diff:1] - Just get it done fast
 +****'''Level 2'''
 +*****'''''Haste 'n' Waste''''' [Diff:2] -
**'''Level 3''' **'''Level 3'''
***'''''Electrician''''' [Diff:2] - 5% bonus per level when repairing Electrical Damage ***'''''Electrician''''' [Diff:2] - 5% bonus per level when repairing Electrical Damage
Line 25: Line 27:
**'''...''' **'''...'''
---- ----
 +
===Production=== ===Production===

Revision as of 11:27, 4 February 2006

Contents

Skill Trees

Seed character development is exclusively determined by skills. There are currently four skills lines - Repair, Production, Administration, and Research.


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 [Diff:1] - Just get it done fast
        • Level 2
          • Haste 'n' Waste [Diff:2] -
    • Level 3
      • Electrician [Diff:2] - 5% bonus per level when repairing Electrical Damage
      • 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
    • Level 4
      • Quality Assurance [Diff:2] - Gives various trade-offs on repair quality
      • Repair Technology [Diff:2] - Gives various trade-offs on inspiration
      • Resource Saving [Diff:2] - Gives various trade-offs on resource usage
      • Scrounging [Diff:2] - Gives various trade-offs on recycling
      • Tool Handling [Diff:2] - Gives various trade-offs on tool handling
    • ...

Production

  • Production [Diff:1] - Allows use of Microfacts
    • Level 1
      • Tool Manufacturing [Diff:2]
    • Level 2
      • Chemical Manufacturing [Diff:2] - Allows production of basic chemicals
        • ...
        • Level 5
          • Advanced Chemical Manufacturing [Diff:??]
      • Mechanical Manufacturing [Diff:2] - Allows production of repair tools
        • ...
        • Level 5
          • Advanced Mechanical Manufacturing [Diff:??]
    • Level 3
      • Biotech Manufacturing [Diff:??]
      • Clothing and Safety Gear Manufacturing [Diff:??]
      • Electronic Manufacturing [Diff:??]
    • ...

Administration

  • Administration [Diff:2] - Allows Machine Administration
    • Level 1
    • Level 2
      • Containment Tech [Diff:??]
    • ...

Research

  • Basic Science [Diff:1]
    • Level 1
      • Mathematics [Diff:2] - Theoretical Mathematics
    • Level 2
      • Biology [Diff:2] - Perform Biological Experiments
    • Level 3
      • Medicine [Diff:2]
    • Level 4
      • Physics [Diff:2]
    • ...

Training Skills

Skills in Seed are trained over time, although they may also be boosted by the use of Inspirations. Training time is calcuated according the following formula:

Training Time = Difficulty Time x 2 ^ (Current skill level)

...where Difficulty Time is determined according to the following table:

  • Difficulty 1 - 10 minutes
  • Difficulty 2 - 80 minutes
  • Difficulty 3 - ?? minutes
  • ...

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

80min x 2 ^ 1 = 160min (2h40m) 

To train Administration Level 4 (Diff: 2) it will take:

80min x 2 ^ 3 = 640min (10h40m)
Personal tools