Skills: Difference between revisions
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(first pass of updating this page. Still need to add repair times.) |
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{{Version|0.10.5.1}} | {{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 | '''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 start the game with a ranged percentage of skill in each field. | ||
== Mechanics == | |||
Performance of certain tasks or usage of certain items will be hindered by an insufficient skill related to the task. This handicap is scaled and proportional to the character's level difference with the task or item's skill requirements. | |||
The lowest skill level a character can have in any skill is 5; thus, the maximum handicap is suffered at level 5, and gradually decreases as the skill level increases, being completely removed when reaching the required skill level. | |||
== 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. | 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. | [[Jobs#Security Officer|Security Officers]], followed by [[Jobs#Captain|Captains]] have the highest starting level of weapon skill in the crew. | ||
'''Ways to improve the Weapons Skill:''' | '''Ways to improve the Weapons Skill:''' | ||
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! class="header" | Weapon | ! class="header" | Weapon | ||
! class="header" | Skill Level | ! class="header" | Skill Level | ||
! class="header" | Handicap on Insufficient Skill | ! class="header" | <abbr title="at level 5">Maximum Handicap</abbr> on Insufficient Skill | ||
|- | |- | ||
| style="text-align:left;" | {{Hyperlink|Railgun}} | | style="text-align:left;" | {{Hyperlink|Railgun}} | ||
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|} | |} | ||
== Mechanical Engineering == | == Mechanical Engineering == | ||
Determines | Determines how well a character operates certain [[:Category:Tools|Tools]] and how long crafting takes in the [[Fabricator]]. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft. See each item's page for their mechanical skill requirements when crafting. | ||
[[Jobs#Mechanics|Mechanics]] have the highest level of mechanical engineering skill in the crew. | [[Jobs#Mechanics|Mechanics]] have the highest starting level of mechanical engineering skill in the crew. | ||
'''Ways to improve the Mechanical Engineering Skill:''' | '''Ways to improve the Mechanical Engineering Skill:''' | ||
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! class="header" | Tool | ! class="header" | Tool | ||
! class="header" | Skill Level | ! class="header" | Skill Level | ||
! class="header" | | ! class="header" | <abbr title="at level 5">Maximum Handicap</abbr> on Insufficient Skill | ||
|- | |- | ||
| style="text-align:left;" | {{Hyperlink|Plasma Cutter}} | | style="text-align:left;" | {{Hyperlink|Plasma Cutter}} | ||
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|- | |- | ||
|} | |} | ||
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 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. The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered. | ||
{| class="wikitable" | {| class="wikitable" | ||
! class="header" | Installation | ! class="header" | Installation | ||
! class="header" | Repair Skill Level | ! class="header" | Repair Skill Level | ||
! class="header" | | ! class="header" | Repair Time from 0 to 100% | ||
! class="header" | Afflictions on failure | ! class="header" | Afflictions on failure | ||
|- | |- | ||
| style="text-align:left;" | {{Hyperlink|Oxygen Generator}} | | style="text-align:left;" | {{Hyperlink|Oxygen Generator}} | ||
| rowspan=" | | rowspan="9" style="text-align:center;" |<big>55</big> | ||
| rowspan="9" style="text-align:center;" | | | rowspan="9" style="text-align:center;" |<!-- hiding this until we get actual values <abbr title="No handicap (Skill req. met)">5s</abbr> <span style="color:#c90c0c;"><abbr title="Max handicap (level 5)">5s</abbr>| 25s</abbr></span> --> | ||
| style="text-align:center;" |[[Stun]]: 5<br>[[Afflictions#Internal Damage|Lacerations]]: 15 | | style="text-align:center;" |[[Stun]]: 5<br>[[Afflictions#Internal Damage|Lacerations]]: 15 | ||
|- | |- | ||
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|- | |- | ||
| style="text-align:left;" | {{Hyperlink|Doors|15}} | | style="text-align:left;" | {{Hyperlink|Doors|15}} | ||
| style="text-align:center;" | | |style="text-align:center;" |<big>40</big> | ||
| style="text-align:center;" |<!-- hiding this until we get actual values <abbr title="No handicap (Skill req. met)">5s</abbr> <span style="color:#c90c0c;"><abbr title="Max handicap (level 5)">10s</abbr>| 25s</abbr></span> --> | |||
|- | |- | ||
|} | |} | ||
== Electrical Engineering == | == Electrical Engineering == | ||
Determines | Determines how long [[Maintenance#Electrical Repairs|electrical repairs]] take, and if rewiring or reparations can be done safely. | ||
[[Jobs#Engineers|Engineers]] have the highest level of electrical engineering skill in the crew. | [[Jobs#Engineers|Engineers]] have the highest starting level of electrical engineering skill in the crew. | ||
'''Ways to improve the Electrical Engineering Skill:''' | '''Ways to improve the Electrical Engineering Skill:''' | ||
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<big>'''Rewiring and Electrical Repairs Requirements'''</big> | <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). | A character attempting to rewire or repair [[Installations]] without the proper skill risks getting [[Stun]]ned (5) and [[Afflictions#Burn|Burned]] (5). The risk is proportional to the level gap. | ||
The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered; however such repairs will still take longer. | |||
{| class="wikitable" | {| class="wikitable" | ||
! class="header" | Installation | ! class="header" | Installation | ||
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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]]. | 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. | [[Jobs#Medical_Doctor|Medical doctors]] have the highest starting level of medical skill in the crew. | ||
'''Ways to improve the Medical Skill:''' | '''Ways to improve the Medical Skill:''' | ||
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Also determines the bonus to the engines max output. The engines output must not be mistaken with the submarine's velocity. | 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. | [[Jobs#Captain|Captains]] have the highest starting level of helm skill in the crew. | ||
'''Ways to improve the Helm Skill:''' | '''Ways to improve the Helm Skill:''' |
Revision as of 12:45, 21 April 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 start the game with a ranged percentage of skill in each field.
Mechanics
Performance of certain tasks or usage of certain items will be hindered by an insufficient skill related to the task. This handicap is scaled and proportional to the character's level difference with the task or item's skill requirements.
The lowest skill level a character can have in any skill is 5; thus, the maximum handicap is suffered at level 5, and gradually decreases as the skill level increases, being completely removed when reaching the required skill level.
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 starting 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 | Maximum 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 how well a character operates certain Tools and how long crafting takes in the Fabricator. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft. See each item's page for their mechanical skill requirements when crafting.
Mechanics have the highest starting 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 | Maximum Handicap 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. The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered.
Installation | Repair Skill Level | Repair Time from 0 to 100% | Afflictions on failure |
---|---|---|---|
Oxygen Generator | 55 | Stun: 5 Lacerations: 15 | |
Nuclear Reactor | Stun: 5 Lacerations: 5 | ||
Fabricator | |||
Medical Fabricator | |||
Deconstructor | |||
Pump | |||
Engine | |||
Coilgun Loader | |||
Railgun Loader | |||
File:Doors.png Doors | 40 |
Electrical Engineering
Determines how long electrical repairs take, and if rewiring or reparations can be done safely.
Engineers have the highest starting 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 or repair Installations without the proper skill risks getting Stunned (5) and Burned (5). The risk is proportional to the level gap.
The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered; however such repairs will still take longer.
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 starting 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 starting level of helm skill in the crew.
Ways to improve the Helm Skill:
- Manually steering the submarine or a drone
- Manufacturing pipe tobacco