Skills: Difference between revisions
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{{ | {{Version|0.10.5.1}} | ||
'''Skills''' are percentage-based levels determining how capable a character is at performing a specific task. Depending on the [[Jobs|job]] the character has, they will be given a ranged percentage of skill in each field. | '''Skills''' are percentage-based levels determining how capable a character is at performing a specific task. Depending on the [[Jobs|job]] the character has, they will be given a ranged percentage of skill in each field. | ||
== Weapons == | == Weapons == | ||
Determines a character's effectiveness with certain [[:Category:Weapons|weapons]]. Not having the required skill level to use a weapon will hinder its performance in a particular field, and not having the required skill level to craft items will make the item take longer to craft. | |||
[[Jobs#Security Officer|Security Officers]], followed by [[Jobs#Captain|Captains]] have the highest level of weapon skill in the crew. | |||
'''Ways to improve the Weapons Skill:''' | |||
* Firing weapons | |||
* Killing enemies with weapons | |||
*Crafting weapons and ammunition | |||
{| class="wikitable" | {| class="wikitable" | ||
! class="header" | Weapon | ! class="header" | Weapon | ||
Line 11: | Line 15: | ||
! class="header" | Handicap on Insufficient Skill | ! class="header" | Handicap on Insufficient Skill | ||
|- | |- | ||
| style="text-align:center;" | [[ | | style="text-align:left;" | {{Hyperlink|Railgun}} | ||
| style="text-align:center;" | | | style="text-align:center;" | 50 | ||
| | |Slower rotation, railgun crosshair takes longer to align with aim position. | ||
|- | |||
| style="text-align:left;" | {{Hyperlink|Coilgun}} | |||
| style="text-align:center;" | 50 | |||
|Slower rotation, railgun crosshair takes longer to align with aim position. | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Harpoon Gun}} | |||
| style="text-align:center;" | 30 | |||
|Firing spread +9 (from 1 to 10). | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Syringe Gun}} | |||
| style="text-align:center;" | 15 (Weapons) | |||
30 ([[#Medical|Medical]]) | |||
|Firing spread +10 (from 0 to 10). | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Revolver}} | |||
| style="text-align:center;" | 40 | |||
|Firing spread +2 (from 0 to 2). | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|SMG}} | |||
| style="text-align:center;" | 50 | |||
|Firing spread +6 (from 10 to 16). | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Flamer}} | |||
| style="text-align:center;" | 20 | |||
|Fuel used up 50% faster. | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Grenade Launcher}} | |||
| style="text-align:center;" | 60 | |||
|Firing spread +9 (from 1 to 10). | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Riot Shotgun}} | |||
| style="text-align:center;" | 60 | |||
|Firing spread +9 (from 1 to 10). | |||
|- | |- | ||
| style="text-align:left;" | {{Hyperlink|Stun Gun}} | |||
| style="text-align:center;" | 20 | |||
|Firing spread +2 (from 0 to 2). | |||
|} | |} | ||
== Mechanical Engineering == | |||
Determines whether a character can operate certain [[:Category:Tools|Tools]] safely and what can be crafted in the [[Fabricator]]. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft. | |||
[[Jobs#Mechanics|Mechanics]] have the highest level of mechanical engineering skill in the crew. | |||
'''Ways to improve the Mechanical Engineering Skill:''' | |||
* Repairing hulls | |||
* Performing mechanical repairs on [[Installations]] | |||
* Manufacturing items requiring the Mechanical Engineering skill in the [[Fabricator]] | |||
{| class="wikitable" | {| class="wikitable" | ||
! class="header" | Tool | ! class="header" | Tool | ||
Line 24: | Line 70: | ||
! class="header" | Effect on Insufficient Skill | ! class="header" | Effect on Insufficient Skill | ||
|- | |- | ||
| style="text-align: | | style="text-align:left;" | {{Hyperlink|Plasma Cutter}} | ||
| style="text-align:center;" | 30 | | style="text-align:center;" | 30 | ||
| | |{{Hyperlink|Oxygen Tank}} / {{Hyperlink|Oxygenite Tank}} is used up 3x faster. | ||
|- | |- | ||
| style="text-align: | | style="text-align:left;" | {{Hyperlink|Welding Tool}} | ||
| style="text-align:center;" | 20 | | style="text-align:center;" | 20 | ||
| | |{{Hyperlink|Welding Fuel Tank}} / {{Hyperlink|Incendium Fuel Tank}} is used up 3x faster. | ||
|- | |- | ||
|} | |} | ||
In addition, the Mechanical Engineering skill is used to determine how well a character performs [[Maintenance#Mechanical Repairs|mechanical repairs]] on certain [[:Category:Installations|installations]]. If the skill requirement is not met, repairs will be longer, and present a risk of failure - relative to the level gap - where the character will suffer light injuries. | |||
In addition the | |||
{| class="wikitable" | {| class="wikitable" | ||
! class="header" | | ! class="header" | Installation | ||
! class="header" | Repair Skill Level | ! class="header" | Repair Skill Level | ||
! class="header" | <span class="explain" title="Skilled | Unskilled, in seconds">Repair Time</span> | |||
! class="header" | Afflictions on failure | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}} | |||
| rowspan="10" style="text-align:center;" |<big>55</big> | |||
| rowspan="9" style="text-align:center;" |5 <span style="color:#c90c0c;"><nowiki>| 25</nowiki></span> | |||
| style="text-align:center;" |[[Stun]]: 5<br>[[Afflictions#Internal Damage|Lacerations]]: 15 | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}} | |||
| rowspan="9" style="text-align:center;" |[[Stun]]: 5<br>[[Afflictions#Internal Damage|Lacerations]]: 5 | |||
|- | |- | ||
| style="text-align: | | style="text-align:left;" | {{Hyperlink|Fabricator}} | ||
| | |||
|- | |- | ||
| style="text-align: | | style="text-align:left;" | {{Hyperlink|Medical Fabricator}} | ||
| style="text-align:center;" | | |- | ||
| style="text-align:left;" | {{Hyperlink|Deconstructor}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Pump|40}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Engine|40}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Coilgun Loader|20}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Railgun Loader|30}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Doors|15}} | |||
| style="text-align:center;" |10 <span style="color:#c90c0c;">| 25</span> | |||
|- | |- | ||
|} | |} | ||
== Electrical Engineering == | |||
Determines if a character can rewire [[:Category:Installations|installations]] safely and how long it takes to perform [[Maintenance#Electrical Repairs|electrical repairs]]. | |||
[[Jobs#Engineers|Engineers]] have the highest level of electrical engineering skill in the crew. | |||
'''Ways to improve the Electrical Engineering Skill:''' | |||
Electrical | * Performing electrical repairs | ||
* Manufacturing items requiring Electrical Engineering skill in the [[Fabricator]] | |||
<big>'''Rewiring and Electrical Repairs Requirements'''</big> | |||
A character attempting to rewire [[Installations]] without the proper skill risks getting [[Stun]]ned (5) and [[Afflictions#Burn|Burned]] (5). | |||
Repairs have no such risk, but will take five times longer (25 seconds instead of 5). | |||
{| class="wikitable" | {| class="wikitable" | ||
! class="header" | | ! class="header" | Installation | ||
! class="header" | Rewiring Skill Level | |||
! class="header" | Repair Skill Level | ! class="header" | Repair Skill Level | ||
|- | |- | ||
| style="text-align:center;" | | | style="text-align:left;" | {{Hyperlink|Oxygen Generator}} | ||
| style="text-align:center;" | | | style="text-align:center;" |<abbr title="Probably unintended">0</abbr> | ||
| | | rowspan="5" |(see Mechanical skill) | ||
|- | |||
| style="text-align:left;" | {{Hyperlink|Shuttle Oxygen Generator||Shuttle Oxygen Generator|Oxygen Generator}} | |||
| style="text-align:center;" rowspan="13" |<big>55</big> | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Nuclear Reactor|40}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Engine|40}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Pump|40}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Junction Box}} | |||
| rowspan="7" style="text-align:center;" |<big>55</big> | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Shuttle Navigation Terminal}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Navigation Terminal}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Sonar Monitor}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Status Monitor}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Supercapacitor}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Battery}} | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Shuttle Battery}} | |||
| style="text-align:center;" rowspan=2 |Can't be repaired<br>Doesn't deteriorate | |||
|- | |- | ||
| style="text-align: | | style="text-align:left;" | {{Hyperlink|Charging Dock}} | ||
| | |||
|} | |} | ||
== Medical == | == Medical == | ||
Determines how proficient a character is at treating their wounds and the wounds of others. Not having the required skill level can cause incorrect diagnosis of conditions, ineffective usage of Chemicals, and ineffective or even harmful [[CPR]]. | |||
[[Jobs#Medical_Doctor|Medical doctors]] have the highest level of medical skill in the crew. | |||
'''Ways to improve the Medical Skill:''' | |||
* Manufacturing items requiring medical skill in the [[Fabricator]] and [[Medical Fabricator]] | |||
* Reviving characters from a critical state | |||
* Healing other crewmembers. Experience gained = 0.1 * [vitality healed] / [current medical skill] | |||
{| class="wikitable" | |||
! class="header" | Item | |||
! class="header" | Skill Level | |||
! class="header" | Handicap on Insufficient Skill | |||
|- | |||
| style="text-align:left;" | {{Hyperlink|Syringe Gun}} | |||
| style="text-align:center;" | 30 (Medical) | |||
15 ([[#Weapons|Weapons]]) | |||
|Firing spread +10 (from 0 to 10). | |||
|} | |||
== Helm == | == Helm == | ||
Determines how good a character is at steering a submarine. Depending on the skill level the [[Navigation Terminal]] has a longer/shorter time delay between receiving the desired X/Y velocity and setting the Engines and Pumps to the right speed and water level. | |||
Also determines the bonus to the engines max output. The engines output must not be mistaken with the submarine's velocity. | |||
[[Jobs#Captain|Captains]] have the highest level of helm skill in the crew. | |||
[[Category: | '''Ways to improve the Helm Skill:''' | ||
* Manually steering the submarine or a drone | |||
*Manufacturing pipe tobacco | |||
[[Category:Game Mechanics]] |
Revision as of 01:01, 19 February 2021
Data is potentially outdated | |
Last updated for version 0.10.5.1 Last mentioned in changelog 1.1.18.0 The current game version is 1.3.0.4 |
Skills are percentage-based levels determining how capable a character is at performing a specific task. Depending on the job the character has, they will be given a ranged percentage of skill in each field.
Weapons
Determines a character's effectiveness with certain weapons. Not having the required skill level to use a weapon will hinder its performance in a particular field, and not having the required skill level to craft items will make the item take longer to craft.
Security Officers, followed by Captains have the highest level of weapon skill in the crew.
Ways to improve the Weapons Skill:
- Firing weapons
- Killing enemies with weapons
- Crafting weapons and ammunition
Weapon | Skill Level | Handicap on Insufficient Skill |
---|---|---|
Railgun | 50 | Slower rotation, railgun crosshair takes longer to align with aim position. |
Coilgun | 50 | Slower rotation, railgun crosshair takes longer to align with aim position. |
Harpoon Gun | 30 | Firing spread +9 (from 1 to 10). |
Syringe Gun | 15 (Weapons)
30 (Medical) |
Firing spread +10 (from 0 to 10). |
Revolver | 40 | Firing spread +2 (from 0 to 2). |
SMG | 50 | Firing spread +6 (from 10 to 16). |
Flamer | 20 | Fuel used up 50% faster. |
Grenade Launcher | 60 | Firing spread +9 (from 1 to 10). |
Riot Shotgun | 60 | Firing spread +9 (from 1 to 10). |
Stun Gun | 20 | Firing spread +2 (from 0 to 2). |
Mechanical Engineering
Determines whether a character can operate certain Tools safely and what can be crafted in the Fabricator. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft.
Mechanics have the highest level of mechanical engineering skill in the crew.
Ways to improve the Mechanical Engineering Skill:
- Repairing hulls
- Performing mechanical repairs on Installations
- Manufacturing items requiring the Mechanical Engineering skill in the Fabricator
Tool | Skill Level | Effect on Insufficient Skill |
---|---|---|
Plasma Cutter | 30 | Oxygen Tank / Oxygenite Tank is used up 3x faster. |
Welding Tool | 20 | Welding Fuel Tank / Incendium Fuel Tank is used up 3x faster. |
In addition, the Mechanical Engineering skill is used to determine how well a character performs mechanical repairs on certain installations. If the skill requirement is not met, repairs will be longer, and present a risk of failure - relative to the level gap - where the character will suffer light injuries.
Installation | Repair Skill Level | Repair Time | Afflictions on failure |
---|---|---|---|
Oxygen Generator | 55 | 5 | 25 | Stun: 5 Lacerations: 15 |
Nuclear Reactor | Stun: 5 Lacerations: 5 | ||
Fabricator | |||
Medical Fabricator | |||
Deconstructor | |||
Pump | |||
Engine | |||
Coilgun Loader | |||
Railgun Loader | |||
File:Doors.png Doors | 10 | 25 |
Electrical Engineering
Determines if a character can rewire installations safely and how long it takes to perform electrical repairs.
Engineers have the highest level of electrical engineering skill in the crew.
Ways to improve the Electrical Engineering Skill:
- Performing electrical repairs
- Manufacturing items requiring Electrical Engineering skill in the Fabricator
Rewiring and Electrical Repairs Requirements
A character attempting to rewire Installations without the proper skill risks getting Stunned (5) and Burned (5).
Repairs have no such risk, but will take five times longer (25 seconds instead of 5).
Installation | Rewiring Skill Level | Repair Skill Level |
---|---|---|
Oxygen Generator | 0 | (see Mechanical skill) |
Shuttle Oxygen Generator | 55 | |
Nuclear Reactor | ||
Engine | ||
Pump | ||
Junction Box | 55 | |
Shuttle Navigation Terminal | ||
Navigation Terminal | ||
Sonar Monitor | ||
Status Monitor | ||
Supercapacitor | ||
Battery | ||
Shuttle Battery | Can't be repaired Doesn't deteriorate | |
Charging Dock |
Medical
Determines how proficient a character is at treating their wounds and the wounds of others. Not having the required skill level can cause incorrect diagnosis of conditions, ineffective usage of Chemicals, and ineffective or even harmful CPR.
Medical doctors have the highest level of medical skill in the crew.
Ways to improve the Medical Skill:
- Manufacturing items requiring medical skill in the Fabricator and Medical Fabricator
- Reviving characters from a critical state
- Healing other crewmembers. Experience gained = 0.1 * [vitality healed] / [current medical skill]
Item | Skill Level | Handicap on Insufficient Skill |
---|---|---|
Syringe Gun | 30 (Medical)
15 (Weapons) |
Firing spread +10 (from 0 to 10). |
Helm
Determines how good a character is at steering a submarine. Depending on the skill level the Navigation Terminal has a longer/shorter time delay between receiving the desired X/Y velocity and setting the Engines and Pumps to the right speed and water level. Also determines the bonus to the engines max output. The engines output must not be mistaken with the submarine's velocity.
Captains have the highest level of helm skill in the crew.
Ways to improve the Helm Skill:
- Manually steering the submarine or a drone
- Manufacturing pipe tobacco