# skills ## goal skills are going to be created to encourage playing within a character's department by making it mechanically beneficial to do so. furthermore, they will allow for some interesting things e.g. being able to perfectly throw reagent containers, creation of additional/more beneficial foods, automation, etc. ## configuration probably going to have number/skill_point_modifier number/skill_intensity_modifier flag/use_skills when skills are off everything acts as a borderline of having skills or not having skills e.g. surgery is usable by everyone, but piloting would be usable by everyone *without* the skilled dodge chances + thruster buffs. ## indev we do not have the systems in place (sec, sci, cargo, etc) to implement some certain skills skill points will be slightly increased as they're added/rebalanced as necessary. we aim for eventually four to five skill categories per department. implementation timeline will be long; skills-customization will likely be added to the codebase ASAP but **disabled via config** until enough integration has been achieved for a smooth gameplay experience. furthermore, skills are going to be added in (eventual) conjunction to: cybernetics/augments, genemodding/traits, and reworks to species viability/balancing. skill checks should allow for external hooks/skill modifiers; the skills customization system is not the only thing that will modify skill checks. ## design in order of priority: 0. skills shall not **prevent** usage of a feature. this is non-negotiable. 1. skills should not focus on combat if at all possible 2. skills should not focus on adding **delays** if at all possible. player time is valuable. 3. wacky behaviours based on skills are allowed on a case by case basis, e.g. food doubling/slight suspension of disbelief, to account for ss13 mechanics being far less realistic than their life counterparts. different skills will cost different amounts. experimental: skills are **not** job based. they're character based. you can, technically, have a character trained for a department but working a different department's job. we shall evaluate this as necessary. ## ~~departments~~ skill categories / overall hierarchy (not necessarily rendered in this order, or with these names) \[WIP] ## specializations (name wip) experimental: allow for picking either a small increase in skill points, or choosing a "specialization" that gives you general **leniency** in a certain category regardless of your skills in it; this will necessarily overlap in some areas. (names obviously wip this sounds like dnd/zomboid) - mechanist: anything requiring complexity like hacking, sciences, overmaps, etc - biologist: anything involving organic organisms like xenobiology, medicine, etc - athletics: anything involving accurate physical motion e.g. weapons aim, precise piloting, excvation, etc - artificer: anything requiring construction/synthesis - none: moderate gain in regular skill points but less automatic leniency/adaptiveness ## skills (not necessarily with these names) (not necessarily with these levels) (not necessarily with this kind of scaling) (vague on purpose; each requires specific algorithms for resolving skillchecks efficiently) #### mechs provides benefits to mech operation. untrained: no change adept: automation of controls like keybinded + automatic strafing trained: full movespeed while turning, automatic-face-mouse, etc #### piloting provides benefits to overmaps/overmaps *physics* (new overmaps provides precise physics simulation, take that into mind, and adds something called flight assist): handling = small chance to dodge some things like meteors/less severe penalties + general responsiveness increase untrained: ships naturally have drift/controls take a while to adjust to full strength; turning rate/responsiveness disadvantage when flight assist is on adept: faster ship response, slightly better handling of small craft; trained: slightly better handling of large craft, faster still ship response, very slight thrust increase experienced: able to dodge at low speeds some hazards in large ships; instant responsiveness/no efficiency loss in flight assist + autopilot mode #### EVA provides benefits to zero-gravity and general heavy suit operation (note: jetpacks will likely be slowed down again across the board regardless of skills) (note: magboots would eventually become more available on ships) untrained: slower jetpack operation, chance to slip in space if bay-sprint is added and user is sprinting, chance to slip in space without magboots, small magboot slowdown in space trained: normal jetpacks & magboots, etc, lower chance to slip without + no magboot slowdown penalty, slight rigsuit buffs master: faster jetpacks, faster indoors magboots, voidsuit + rigsuit breaches become less severe #### athletics general increase to sprint stamina if baysprint is ported, throwing speed, tiredness/hunger/food stuff #### construction - modifiers to construction times + tool efficiency - ability to potentially build some very specific things without an autolathe - eventual one-click automatic de/construction of objects when tools are available - lathe efficiency (?) #### electrical engineering baseline: some departments might have randomized door wires; hacking damage should be reworked in general to not ash limbs - lessened shock damage (tiered) - ability to intuit some wires while hacking - ability to intuit wires with multitool - wire t-ray like vision without t-ray (?) - stuff with assemblies like signallers/etc - machine interactions #### engines - ability to intuit engine information through examination based on level - interactions per-engine (?) - overmaps device overlap #### atmospherics - faster rpd operation - ability to intuit pipenet / room atmos information through examination based on level - ability to detect ventcrawl/adv pipe info (?) #### medicine baseline: depends on medical reworks per-level: boosted healing efficiency; ability to intuit some wounds (intuiting things like internal bleeding/organ damage should require both this and anatomy) bay-like health analyzer (NO SCAN DELAYS): display all available information always but add information parsing/easier to read with medical skill #### chemistry per-level: increasing ability to granularly mix chemicals with chem dispenser (10u min untrained) increase automation + add features like being able to remove chemicals with chem dispenser only (traditionally chem-master only) with level #### anatomy (/surgery) baseline: surgery is being adjusted to be more intuitive and have better QOL; step duration + failure chances/failure effects are entirely reworked untrained: requires full surgical suite, powered, with holographic help (either augments or powered surgical computer) to do surgery perfectly; speed penalty per-level: increased speed trained: able to do surgery without guidance master: penalty for unsanity/bad operating area decreased, less chance of infections #### botany baseline: not-much change per-level: increased harvest efficiency, growth speed, allow intuiting of tray statuses, etc #### cooking per-level: increased cooking speed/machine speed, add output + higher quality foods #### complex devices depends on science rework - intuit mechanical/machine-like anomalies - lathe efficiency (?) - tandem with mecha (?) #### research (general) depends on science rework - ??? #### prosthetics/biotechnology depends on science rework - surgical buff to augmentations (more powerful than surgery normal skills; roboticists don't need anatomy to do robotics level surgeries only) - augmentation/prosthetic tinkering (?) persistence :D - tandem with mecha (?) - lathe efficiency (?) #### biology depends on science rework - faster/efficient genetics ops - faster/efficient xenobotany - new xenobio never (tm), so less slime aggro/intuiting a bit of slime status on examine #### forensics baseline: depends on forensic reworks - intuiting of data without scanner - intuiting of data with raw scanner/collected - faster machine/scanner ops - read world data (footprints ? heavily rework-dependent) #### weapons expertise baseline: aiming stability will replace angular dispersion (regardless of if skills are added); everyone can shoot weapons accurately on the first shot, if not running/constantly firing per-level: additional chance of automatically disengaging safeties when unholstering/harm-intenting up to perfect at medium level; more aiming stability; higher long-ranged accuracy baymiss should be tuned down for short range (under 15x15 screen width) in general because we try to avoid rng combat here automatic/streamlined tactical reloading (?) #### mining depends on mining + cargo reworks - weapons buff to mining tools - slight excavation strength + speed buff - *very* roughly intuit mineral densities without scanners - smithing buffs (?) #### logistics (cargo) depends on cargo reworks - intuiting of export prices - qol for new labelling ??? #### abstract/experimental future considerations - useful informational skills for combat/command roles? - intuiting simplemob health (health huds should only view sensor data and i will die on this hill skills or no skills) - "look off into distnace" - overmaps ship skills other than piloting - in-character persistence for doing something a lot (very temporary, prevent stacking) - on baystation, users with skill can very temporarily "teach" someone else to give them a slight buff