Skill Trees

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Revision as of 06:01, 5 February 2006
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*****'''''Quick 'n' Dirty''''' - Just get it done fast (Cooldown: -50% Quality: -10%) *****'''''Quick 'n' Dirty''''' - Just get it done fast (Cooldown: -50% Quality: -10%)
****'''Level 2''' ****'''Level 2'''
-*****'''''Haste 'n' Waste''''' - So what if I use a bit extra materials (Cooldown: -10% Charge: 20%)+*****'''''Haste 'n' Waste''''' - So what if I use a bit extra materials (Cooldown: -10% Charge: +20%)
****'''Level 3''' ****'''Level 3'''
-*****'''''Cut Corners''''' - Noone will ever notice... (Cooldown -10% [Unknown]: 10%)+*****'''''Cut Corners''''' - Noone will ever notice... (Cooldown -10% [Unknown]: +10%)
**'''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
-***'''''Electronics''''' [Diff:2] - 5% bonus per level when repairing Electronic Damage+***'''''Electronics''''' [Diff:2] - +5% bonus per level when repairing Electronic Damage
-***'''''Engineering''''' [Diff:2] - 5% bonus per level when repairing Structural Damage+***'''''Engineering''''' [Diff:2] - +5% bonus per level when repairing Structural Damage
-***'''''Hazmat''''' [Diff:2] - 5% bonus per level when repairing Contamination Damage+***'''''Hazmat''''' [Diff:2] - +5% bonus per level when repairing Contamination Damage
-***'''''Mechanic''''' [Diff:2] - 5% bonus per level when repairing Mechanical Damage+***'''''Mechanic''''' [Diff:2] - +5% bonus per level when repairing Mechanical Damage
**'''Level 4''' **'''Level 4'''
***'''''Quality Assurance''''' '''(T)''' [Diff:2] - Gives various trade-offs on repair quality ***'''''Quality Assurance''''' '''(T)''' [Diff:2] - Gives various trade-offs on repair quality
****'''Level 1''' ****'''Level 1'''
-*****'''''Precise''''' - Cooldown: 10% Quality: 10%+*****'''''Precise''''' - Cooldown: +10% Quality: +10%
***'''''Repair Technician''''' '''(T)''' [Diff:2] - Gives various trade-offs on inspiration ***'''''Repair Technician''''' '''(T)''' [Diff:2] - Gives various trade-offs on inspiration
****'''Level 1''' ****'''Level 1'''
-*****'''''Experimental''''' - Cooldown: 10% (Inspiration)Drop: 50%+*****'''''Experimental''''' - Cooldown: +10% (Inspiration)Drop: +50%
****'''Level 2''' ****'''Level 2'''
-*****'''''Lets try this instead''''' - Quality: -10% (Inspiration)Drop: 50%+*****'''''Lets try this instead''''' - Quality: -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'''
Line 36: Line 36:
***'''''Scrounging''''' '''(T)''' [Diff:2] - Gives various trade-offs on recycling ***'''''Scrounging''''' '''(T)''' [Diff:2] - Gives various trade-offs on recycling
****'''Level 1''' ****'''Level 1'''
-*****'''''Redundant Component''''' - Cooldown: 10% Salvage: 20%+*****'''''Redundant Component''''' - Cooldown: +10% Salvage: +20%
***'''''Tool Handling''''' '''(T)''' [Diff:2] - Gives various trade-offs on tool handling ***'''''Tool Handling''''' '''(T)''' [Diff:2] - Gives various trade-offs on tool handling
****'''Level 1''' ****'''Level 1'''
-*****'''''Careful''''' - Cooldown: 10% [Unknown]: -10%+*****'''''Careful''''' - Cooldown: +10% [Unknown]: -10%
**'''...''' **'''...'''
---- ----

Revision as of 00:43, 6 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 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%
      • 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%
    • ...

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:2]
      • Clothing and Safety Gear Manufacturing [Diff:2]
      • Electronic Manufacturing [Diff:2]
    • ...

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]
    • 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 = (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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