Skill Trees

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Line 33: Line 33:
****'''Level 2''' ****'''Level 2'''
*****'''''Lets try this instead''''' - Quality: -10% (Inspiration)Drop: +50% *****'''''Lets try this instead''''' - Quality: -10% (Inspiration)Drop: +50%
 +****'''Level 3'''
 +*****'''''Experimental Application''''' - Charge: 10% (Inspiration)Drop: +50%
***'''''Resource Saving''''' '''(T)''' [Diff:2] - Gives various trade-offs on resource usage ***'''''Resource Saving''''' '''(T)''' [Diff:2] - Gives various trade-offs on resource usage
****'''Level 1''' ****'''Level 1'''

Revision as of 16:46, 7 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 skills are marked with (T).


Repair

  • Basic Repair [Diff:1] - Repairing Advanced Machinery
    • Level 1
    • Level 2
      • Jury Rigging (T) [Diff:2] - Gives various tradeoffs on cooldown
        • Level 1
          • Quick 'n' Dirty - Just get it done fast (Cooldown: -50% Quality: -10%)
        • Level 2
          • Haste 'n' Waste - So what if I use a bit extra materials (Cooldown: -10% Charge: +20%)
        • Level 3
          • Cut Corners - Noone will ever notice... (Cooldown -10% [Unknown]: +10%)
        • Level 4
          • Routine - Done one, you've done them all.. (Cooldown -10% Drop: -50%)
    • 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 (T) [Diff:2] - Gives various trade-offs on repair quality
        • Level 1
          • Precise - Cooldown: +10% Quality: +10%
      • Repair Technician (T) [Diff:2] - Gives various trade-offs on inspiration
        • Level 1
          • Experimental - Cooldown: +10% (Inspiration)Drop: +50%
        • Level 2
          • Lets try this instead - Quality: -10% (Inspiration)Drop: +50%
        • Level 3
          • Experimental Application - Charge: 10% (Inspiration)Drop: +50%
      • Resource Saving (T) [Diff:2] - Gives various trade-offs on resource usage
        • Level 1
          • Use it Well - Cooldown: +10% Charge: -20%
      • Scrounging (T) [Diff:2] - Gives various trade-offs on recycling
        • Level 1
          • Redundant Component - Cooldown: +10% Salvage: +20%
      • Tool Handling (T) [Diff:2] - Gives various trade-offs on tool handling
        • Level 1
          • Careful - Cooldown: +10% [Unknown]: -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:??] - ??

Administration

  • Administration [Diff:2] - Allows Machine Administration
    • Level 1
    • Level 2
      • Containment Tech [Diff:3] - Allows Containment Tech
    • Level 3
      • Factory Administration [Diff: ??]
    • ...

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 is calcuated according the following formula:

Training Time = (10 x Difficulty ^ 3) x (2 ^ (Current skill level))

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

(10min x 2 ^ 3) x 2 ^ 1 = 160min (2h40m)

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

(10min x 3 ^ 3) x 2 ^ 3 = 2160min (36h)
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