Elements of Gameplay

Attributes

Physical Attributes

(Determines max hit points, average of the eight)

Psionic Attributes

(Determines max psi points, average of the five)

Resistance Attributes

Skills

Weapon Skills

Physical Skills

Mental Skills

Skills can get better several ways. The first and most common way is to have skills increase slowly with the equivalent cost from the experience when you practice the skill. If you use rifles a lot, that weapon skill will go up by itself and will probably be higher than the other weapon skills. The other method is to find a trainer in the selected area who is willing to teach you. This method is faster. Most of the time you need to be friends, be willing to pay money, or both.You could also find a book that trains you when you read it or you could find a holographic training room.

All of these methods though require experence points in the first place to relocate into the skills. You get experience points from doing certain quests, slaying hostile enemies, getting around a problem creatively, and sometimes it is awarded for getting to certain points in the games storyline.

Skills require more experience points and more time to increase a percentage the greater it is. The equation to determine the experience points required is:

ExpNeeded = Skill% + NewSkill%.

So to go from 1% to 2% requires 3 exp while going from 40% to 41% requires 81 exp.

Negative values for the skills do not give you experience when increased. They behave like their positive counterparts. Going from -15% to -14% requires 29 points. So getting out of low levels is difficult.

If you get the points from training it would take the same amount of exp points as if you went through every percentage normally. So going from 13% to 18% takes (13+14)+(14+15)+(15+16)+(16+17)+(17+18), or 155 exp points required.



© Copyright 2003 Kevin Owens and Eric Platt