Introduction to Skills
Skills are your character's competencies in various areas, and can affect the ability that they have in carrying out certain actions. They are also tied to specific slots, so the skills your character has as a Commanding Officer, may not be the skills they have as a passenger - this ensures balance in that antagonists don't face an entire ship of highly trained off-duty and civilian personnel.
There are seven categories, each with their own set of skills beneath them:
- Extra-Vehicular Activity - Your ability to safely operate in low gravity with voidsuits and jetpacks.
- Information Technology - Describes your understanding of computers, software and communication. Used in telecommunications and programming of computers and AIs.
- Athletics - Your ability to perform tasks requiring great strength, dexterity, or endurance.
- Exosuit Operation - Describes your experience and understanding of operating heavy machinery, which includes mechs and other large exosuits. Used in piloting mechs.
- Piloting - Describes your experience and understanding of piloting spacecraft, from small and short-range pods to corvette sized vessels.
- Atmospherics - Describes your knowledge of piping, air distribution and gas dynamics.
- Constructions - Your ability to construct various structures, such as walls and floors. Note that constructing devices such as APCs additionally requires the Electronics skill.
- Electrical Engineering - This skill describes your knowledge of electronics and the underlying physics.
- Engines - Describes your knowledge of the various engine types common on space stations, such as the PACMAN, singularity, supermatter or RUST engine.
- Anatomy - Gives you a detailed insight of the human body.
- Chemistry - Experience with mixing chemicals, and an understanding of what the effect will be. This doesn't cover an understanding of the effect of chemicals on the human body.
- Medicine - Covers an understanding of the human body and medicine.
- Virology - This skill implies an understanding of microorganisms and their effects on humans.
As said before, skills are tied to a character's occupations rather than the character as a whole. So if you have one character but you play them as both chef and janitor - you may have moderately different skills across these two roles. To select skills for a position, click on the name of the position itself. This should open up a window like the one on the right (pictured), at the top you should see Skill points remaining: ## this is how many points you can put into your skills, each of which have costs associated with them. Different positions that demand experience and higher education will have more skill points available than positions that require little to not education, an example is that the executive officer has 40 points available while a passenger only has 16.
Ensure the skills you select are entirely relevant to your occupation - they may have mechanical implications. However, while most occupations have their essential skills force-set, there is still some wiggle-room that can affect how your character is played. This means if you want to play a physician that able to do surgery, but has a chance at making more errors - you can! Be sure to keep in mind that your character will still be expected to perform their job duties to a satisfactory standard, in line with server rules.
While skill levels mean different things for some skills, the general theme is as follows
- Unskilled - not something you got hands on experience in. E.g. flipping through first aid booklet or learning mandatory 'how do I spacesuit' course.
- Basic - you done this few times, got basic training on how to do it. E.g. getting introduction at firing range, sitting through lifesaver course
- Trained - you're at the level where you can find employment in this field. E.g. certified electrician, paramedic or a fresh doctor, firearms training without combat experience.
- Experienced - you've spent quite some time doing it, and picked up tricks and shortcuts. E.g. medical doctor, SWAT member, chief engineer of a small vessel
- Master - you're the top of the crop, you can do it fast and reliable and do some feats to show off. E.g. highly-skilled neurosurgeon, special forces member, wrench wizard.