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* [[Large Guns]]
* [[Large Guns]]
Used for large and heavy weapons.
Used for large and heavy weapons.
* [[Handguns]]
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.
== Driving Skills ==
== Driving Skills ==
* [[Driving]]
* [[Driving]]
Used for piloting small to medium sized vehicles.
Used for piloting small to medium sized vehicles.


Note that the driving skill is one of the slowest skills to improve. Improvement is based on the number of driving turns that occurred in combat as well as the 'wildness' of the driving maneuvers.
Note that the driving skill is one of the slowest skills to improve. Improvement is based on the number of driving turns that occurred in combat.


* [[Trucker]]
* [[Trucker]]
Used for piloting larger trucks (anything with a bulk capacity over 500).
Used for piloting larger trucks (anything with a bulk capacity over 500).
* [[Cyclist]]
Will be used for piloting smaller 2-3 wheeled bikes. Not implemented, but can be trained.
== Psionic Skills ==
* [[Mind Control]]: A number of useful effects can be achieved by this specialism which affects characters other than the Psi themselves:
**Psionic Mask - Convince enemy that your gang isn’t who they think it is in combat (so you don’t lose any faction rep. for injuring them)
**Terror – adds stress to nearby enemies (works better if you’re out of a car)
**Tranquility – reduces stress in nearby friends (again, a tin can around you reduces effectiveness)
*[[Telekinesis]]: The psionic ability to push and throw objects from a distance:
**Mutant Mind-Push – lets you apply a force to a vehicle, ped or creature (works better if they’re close)
**Whirlwind – blows up a brief cloud of dust which operates like a smokescreen; works better on dusty ground
*[[Pyrokinesis]]: The psionic ability to set cars, pedestrians and animals on fire. Nuff said. Note that peds and creatures can now also catch fire when hit by flaming weapons.
*[[Electromagnetic Pulse]]: Sends out an EMP which affects electronically-controlled weapons and V8/V12 engines within range, causing them to malfunction. Since it works by focusing solar radiation, it is stronger in the summer and especially when there is a strong green aurora.
*[[Defensive Energy]]: Psionically-constructed `hard air` barriers can protect the individual or their vehicle (operates as two separate skills, the vehicular one is harder to succeed with).
Any effects that can operate at a distance do so at reduced effect the further the target is from the Psi character.


== Misc. Skills ==
== Misc. Skills ==


* [[Leadership]]
* [[Leadership]]
Ability to lead others to battle and bolster their morale.  
Ability to lead others to battle and bolster their morale.


* [[Courage]]
* [[Courage]]
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* [[First Aid]]
* [[First Aid]]
Used for helping with the immediate effects of injuries. Reduces chances of characters bleeding to death if they're bleeding heavily at the end of combat.
Used for helping with the immediate effects of injuries.


* [[Scouting]]
* [[Scouting]]
Helps evade the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour when [[scouting|scouts]].
Helps evading the most dangerous [[pirates]] when [[travel|traveling]] and shifts the odds a bit more to your favour in [[scouting|scouts]]
 
* [[Hand Guns]]
[[Pedestrian Weapons|Pedestrian weapons]] are weapons the characters carry and can equip when on foot.
 
* [[Psionics]]
Will be used for telepathic and telekinetic abilities brought on by long-term after-effects of solar radiation


== Not yet implemented ==
== Not yet implemented ==
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== Training ==
== Training ==
Characters train a small amount in the skill of your choosing every week. This ranges from zero to two points generally.  If the skill is a specialty of the town it can go up to 3 points.  For example Badlands has no training center, but large guns still train better than other skills.  Using a training centre can raise the limit per week to five points.  Using the training centres located in [[Somerset]] and [[Elmsfield]] for specific skills vastly improves the amount of skill they gain. For example, a driver in Somerset can train up to eight points in a week.  The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid. Texan and Sarsfield are proficient in Mechanic.
Characters train a small amount in the skill of your choosing every week.
{|class = "wikitable" border = "1"
Using the training centres located in [[Somerset]] and [[Elmsfield]] vastly improves the amount of skill they gain.
! Training<br>Maximums !! NO Training<br>Center !! Training<br>Center 
|-
|align = "center"| Not Specialty
|align = "center"| 2
|align = "center"| 5
|- 
|align = "center"| Specialty
|align = "center"| 3
|align = "center"| 8
|}


{|class = "wikitable" border = "1"
The training centre in Somerset is especially adept at teaching Driving and Cycling, while Elmsfield is more focused on First Aid.
! Training Locations !! Training<br>Center? !! Specialties 
|-
|align = "center"| Somerset  
|align = "center"| Y
|align = "center"| Driving<br>Cycling
|- 
|align = "center"| Elmsfield  
|align = "center"| Y
|align = "center"| First Aid
|- 
|align = "center"| Gateway Truckstop
|align = "center"| N
|align = "center"| Gunnery
|- 
|align = "center"| Badlands Truckstop
|align = "center"| N
|align = "center"| Large Guns
|- 
|align = "center"| Firelight
|align = "center"| N
|align = "center"| Psionics
|- 
|align = "center"| Shantyville
|align = "center"| N
|align = "center"| Driving
|- 
|align = "center"| Texan
|align = "center"| Y
|align = "center"| Mechanic
|- 
|align = "center"| Sarsfield
|align = "center"| Y
|align = "center"| Mechanic
|}


All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.
All characters are able to learn all skills to some extent, for the skill to show up in their character sheet they need to have at least 10 points in it.
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=== Training Form ===
=== Training Form ===
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again<ref>http://www.dark-wind.com/forums2/index.php?a=topic&t=2830</ref>.  This condition is not visible to the gang owner.
Training effectiveness is also affected by a character's current ''training form''.  This condition fluctuates over a period of several weeks or even months, and represents a character's ability to absorb and retain the training materials.  A character who appears to be training poorly may not do so indefinitely; a character might get stuck in a rut, but that doesn't mean he/she won't start training well again((http://www.dark-wind.com/forums2/index.php?a=topic&t=2830)).  This condition is not visible to the gang owner.


==== The Math ====
==== The math ====
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.
Training Form is a multiplier in the range of 0.4 to 2.0. The weekly training of each character is multiplied by the Training Form value to determine how much skill they learn.


Each character's Training Form is randomly modified every week by +/- 0.3. There is also a -0.02 modifier that slowly degrades training over time.  The Form will never go above 2 or fall below 0.4.  
Each character's Training Form is randomly modified every week by +/- 0.3. It will never go above 2 or fall below 0.4.  


Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.
Each rank of [[leadership|Motivator]] gives a 0.05 bonus to Training Form for characters in the same town as the Motivator. For example, a level 5 Motivator provides a 0.25 point bonus to every character in town with him.  


== Leveling Through Use ==
=== Field Training ===
Characters can level skills while on [[encounters|wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is. Therefore, low skilled characters generally level faster (even in Somerset) and higher skilled characters should move to more dangerous regions to keep their field training going well. All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.
Characters can train while on [[wilderness encounters]], and the more dangerous the region the more effective field training is. Also, the lower the character's skill, the more effective field training is.  


Therefore, low skilled characters generally field train faster (even in Somerset) and that higher skilled characters have to move to more dangerous regions to keep their field training going well.
All field training skills are affected: weapons, driving, trucker, courage, first aid, mechanic, leadership.
=== Leveling Through Use ===
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.
All skills also level when used in events, however, not all characters will use their skills.  Obviously, if a character is firing a weapon, the chance their skill with that weapon will increase is high.


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This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.
This is no longer the case as skills are now rounded down.  This is causing some confusion of its own because players are seeing an apparent 'skill loss'.
== Skill Maximums ==
== Skill Maximums ==
'''TODO:''' Explain skill maximums more.
'''TODO:''' Explain skill maximums more.


The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are uncommon. Many large veteran gangs have only 2-4 people capped over 300, out of their 60+ gang members.  Skill caps above 400 may happen once (if at all) for the life of the whole gang.
The average natural skill cap is supposed to be around 150 on the average, but characters that skilled are very rare and this is largely unexplored.


If you pay money to hire a character there is a slightly greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire<ref>http://www.dark-wind.com/forums2/index.php?a=topic&t=5595 Forum Discussion - see page 2</ref>.  In other words, the free gang member each week has a slightly better chance to cap higher than bought gang members.
If you pay money to hire a character there is a greater chance you will hire someone with a lower skill potential than if you used your leader to get a free hire. (([[http://www.dark-wind.com/forums2/index.php?a=topic&t=5595|Forum Discussion]] - see page 2))


A character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.  A ganger may get another point in a skill once they hit the cap, due to rounding of the hidden 'cap' value.
There is strong anecdotal evidence that a character's skill cap applies to all of that character's skills.  So, if a character hits his maximum in Gunnery at 94, he will hit that same maximum in any other skills he trains in.


Leadership is not affected by the character's skill cap.
Leadership does not seem to be affected by the character's skill cap.


== Talents ==
== Talents ==
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