Difference between revisions of "Ulite: The Skills"

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Whether and how well the team can guide the ship, you can learn on the "Crew" page at the top - 'Flight and Skill Check ". Here are all the skills of the crew (which may be active in the ship) and takes into account the existing skills are compared with the skills necessary for the ship. Can you take off only if you can provide the necessary skills for "leadership" and number of crew members. Fly to a ship with wrap-drive must be able to operate at least one inductor. The gun emplacements are listed individually, only the offensive skill each one crew member is compared with the requirements of each a weapon.
 
Whether and how well the team can guide the ship, you can learn on the "Crew" page at the top - 'Flight and Skill Check ". Here are all the skills of the crew (which may be active in the ship) and takes into account the existing skills are compared with the skills necessary for the ship. Can you take off only if you can provide the necessary skills for "leadership" and number of crew members. Fly to a ship with wrap-drive must be able to operate at least one inductor. The gun emplacements are listed individually, only the offensive skill each one crew member is compared with the requirements of each a weapon.
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[[Category:Ulite]]

Revision as of 16:55, 15 December 2013

The Skills

Introduction

The skill of each player is described by means of "skills" (= skill). In Ulite V4, there are 13 for each player abilities or skills. These are:

  • Engine
  • Technology
  • Offensive
  • Defensive
  • Leadership
  • Station Admin
  • Trading
  • Research
  • Navigation
  • Maneuverability
  • Evasion
  • Charisma
  • Convoy Leadership

The skills of each player are described each by a number that says how good the players in the respective ability is. The more pronounced is the ability, the higher the corresponding number. The initial values ​​of the skills depend on the selected occupation (see point 1.4 )

Positions and Skills

To be able to fly a ship requires a certain number of crew members, to undertake various tasks during the flight. The crew needed, you can hire in the bar, where it is eight to admit that the dangling types also have different skill levels.

Some ships may not entire crew contribute their skills (how many crew members are counted, can be seen in the ship information - click on the type of vessel - see) and only the player can bring other skills as a machine, offensive, defensive, leadership, and Dodge. For the effectiveness of skills is always the sum of all persons engaged in the relevant skill jurisdiction (except in the offense, but more on that later). The leadership skill points that are essential for guiding the larger starships, including added. However, only the active crew member will be added.

Moving crew members

It is possible crew members to move freely to other positions. For this purpose, you first go on the crew page bears in the fields "Move to Pos" the respective position for each person, and then click "Move". As long as no position is taken two or more times, end up all persons to their positions. For multiple occupation of a position of the computer sets independently the extra people on the next available positions.

How to get Skills?

The engine skills, offensive, defensive, leadership, and evasion can be increased in combat: The player can choose in which skill, the crew and himself to improve in combat. This skill must be set before the fight. One can adjust the under "Crew" and "skill enhancement". After a modification is "Save" to click. The other skills are trained by application. When a Space Academy was built on private radio stations train crews as long as they are in the system in simulated battles.

Engine

The engine skill indicates the skill in dealing with the drive. For a better drive, you need a higher skill. A high skill also the maximum speed of the vessel may increase.

The optimal skills for the individual drives and components are as follows:

Drive Skill requirement Hyperdrive Class I 1 Hyperdrive Class II 2 Hyperdrive Class III 3 Hyperdrive Class IV 4 Hyperdrive Class V 5 Hyperdrive Class VI 6 Hyperdrive Class VII 7 Hyperdrive Class VIII 9 Milit. Hyperdrive Class I 1 Milit. Hyperdrive Class II 2 Milit. Hyperdrive Class III 3 Milit. Hyperdrive Class IV 4 Wrap driving class I 0 but inductor required! Wrap driving class II 0 but inductor required! Wrap driving class III 0 but inductor required! Wrap inductor class I +5 Wrap inductor class II +10 Wrap inductor class III +25 Wrap inductor class IV +35 Wrap inductor Class V +50 Wrap inductor Class VI +60 Deviations from optimal skill affect as follows: Wrap-Drive: increase the maximum wrap-factor to the percentage specified under crew. A too low Skill inductors are inactive. Can I use any more is no longer possible, a wrap-flight.

Hyperdrives: Each skill point above the optimum increases the hyperspace speed by 1% Each skill point below the optimum reduces the hyperspace speed by 5% All drives: adaptation of the interplanetary speed on the percentage specified under Department. (If the skill higher than necessary increases the speed over 100%. Is it lower, but it also decreases)

The skill is trained in combat (depending on settings) or in the Space Academy a private station.

Technology

The Quallität the auto and auto repair is determined by this skill. The higher the skill the faster damage be corrected by the auto repair. In manual repair skill determines both the time to re-break the damage, as well as the additional damage caused by the repair. The skill is automatically increased by performing repairs. If you fly such as a ship, which actually requires a higher skill maneuvers, the ship is damaged in almost every landing. Then not repaired to the ship through the yard but will wait, then the technology skill increases slowly. It should be noted that one should tolerate only a certain amount of damage, as it can come during battle or renewed landings to the destruction of the ship otherwise.

Offensive

The offensive skill is needed for the use of weapons. All existing gun emplacements are assigned to the positions with the lowest numbers. When a vessel eg 4 gun emplacements, then the crew members can click on the positions 0 (first gun emplacement) to 3 (4 gun emplacement) each serve a weapon: The person at position 0 is the first weapon, the person in position 1, the second weapon, etc. Caution: must order to use a weapon properly meet the skill requirements of the crew member, of course. If the skill is too low reduces the probability of a hit by 5% per skill point below optimum. A better skill than required would increase the hit probability but also by 5%. The specification of eg 115% is at a higher order 3 skill relative to the base probability of the weapon (from 20% is thus eg 23%). equipment (such as the ship scanner) is added here in the indicator does not but is only in the fight for the calculation the absolute probability of a hit taken.

The skill is trained in combat (depending on settings) or in the Space Academy a private station.

Defensive

Through this skill increase effectiveness of shields

The skill is trained in combat (depending on settings) or in the Space Academy a private station.

Leadership

If you have several crew members, as it is also required on the ship a corresponding leadership. The leadership skill must be at least twice the number of the entire crew -1. With Leadership Skill 3 can eg themselves and also hold one crew member under control. Of course, the leadership skill of active crew adds to it. The sum of the active crew must be sufficient to cause the passive crew members.

The skill is trained in combat (depending on settings) or in the Space Academy a private station.

Station Admin

This skill gives information about the maximum number of stations that you can have. The skill increases (slow) current if it has even stations (order one experience point when day update each station).

Trade

This skill will result in better prices when buying and selling goods in large number at high skill one can estimate the authenticity of a dark figure. The skill increases at regular actions and the actions of prohibited goods.

Research

A high skill improves the results of research, and thus accelerates the research. Experience increases in the conclusion of a research project.

Navigation

For large ships, of course, one needs better navigational skills. If you own the navigation skill that is required for a ship (see ship-list), so you can navigate the ship fully. It is also possible to navigate a large ship without that one has the required skills. However, this means that one (normal or military) further out lands after a jump with Hyperdrive in the system and correspondingly longer need to station. Also the Wrapantrieb becomes inaccurate and additionally can not fly with the otherwise possible maximum Wrap one.

The experience increases by the ship class of the active ship in points for each jump.

Maneuverability

This is the ability to perform the docking maneuver. If the skill is too low (is again compared with ship-Skill value), then you will suffer damage when docking. If the skill is far too low, this can lead to the destruction of the ship. Beware if the ship is already damaged before docking.

The experience increases by the ship class in points every time you dock (max. 3x per system stay)

Evasion

Through this skill reduces the enemy, the absolute probability of a hit.

The skill is trained in combat (depending on settings) or in the Space Academy a private station.

Charisma

For high skill obtained jobs that you really should not do. Is learned in mission acceptance and successful completion. Attention! If one does not meet the emissions Charisma skill also decreases again!

Convoy Leadership

The skill value corresponds to the number of convoy ships that may be under a leader in convoy (without the leader). Is learned in convoy-flight and convoy battles.

Information "flight and Skill Check"

Whether and how well the team can guide the ship, you can learn on the "Crew" page at the top - 'Flight and Skill Check ". Here are all the skills of the crew (which may be active in the ship) and takes into account the existing skills are compared with the skills necessary for the ship. Can you take off only if you can provide the necessary skills for "leadership" and number of crew members. Fly to a ship with wrap-drive must be able to operate at least one inductor. The gun emplacements are listed individually, only the offensive skill each one crew member is compared with the requirements of each a weapon.