Difference between revisions of "Character Development"

From Fleet
(Skills)
(Experience)
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Jumping through a gate gives 7XP.
 
Jumping through a gate gives 7XP.
  
 
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Killing a other player that has more XP then you gives a % of XP to you.
  
 
== Class Membership ==
 
== Class Membership ==

Revision as of 19:33, 10 September 2013

Character Development

Characters advance in Fleet by many measures, including:

  • Skills
  • Experience
  • Credits
  • Ship ownership
  • NPCs killed
  • Player kills
  • Building Construction
  • Rank, and Faction Rank
  • Class membership
  • others

Status Screen

To view your character status screen, which contains most of the status information listed above, you can click on your name, in the left side panel view.

Skills

Tactics
Tactics skill is the rating of your ability to use strategy in combat to avoid your opponents fire, and the chance to do extra damage with your own weapons.
Skill gain in this attribute is earned each time you do extra damage on an enemy creature, and each time an enemy creature fires at your ship.
Accuracy
Accuracy skill is the rating of your precision with weaponry.
The higher this skill is, the easier it will be to hit your opponents.
Skill gain in this attribute is earned each time you fire on an enemy creature.
Agility
Agility skill is the rating of your skill at evading enemy fire.
The higher this skill is, the easier it will be to avoid getting hit.
Skill gain in this attribute is earned each time an enemy monster attempts to damage your ship.
The higher this skill, the lower the AP cost for jump-gate travel.
Weaponry
Weaponry skill is the rating of skill using weapons. The higher this skill is, the more damage you will do with your weapons.
Skill gain in this attribute is earned each time you hit and do damage to an enemy creature.
For Weaponry gains, hitting an opponent's shield gives 1x gains, hitting armour gives 3x gains and hitting hull gives 9x gains.
Engineering
Engineering skill is the rating of your ability to reduce damage inflicted upon your ship.
The higher this skill is, the less damage gunfire will do to your ship.
Skill gain in this attribute is earned each time you take damage from enemy fire.
For engineering gains, getting hit on your shield gives 1x gains, armour gives 3x gains and hull gives 9x gains.
Hacking
Hacking skill is the rating of your skill to use certain special equipment and to perform other special activities.
The higher this skill is, the easier it will be successfully accomplish these activities.
Skill in this attribute is earned through using special equipment that requires hacking skill, and through performing special hacking activities.

Installing firewalls does not give hacking gains.

Cloaking
Cloaking skill is the rating of your ability to cloak your ship.
The higher this skill is, the easier it will be to cloak any given ship.
Skill in this attribute is earned based on the challenge of any given cloaking attempt.

See Map Tiles for more info on the Cloak Factor for each type of tile.

Harvesting
Harvesting skill is the rating of your skill at harvesting all kinds of resources.
The higher this skill is, the more resources you can gather in one harvest attempt.
Skill gain in this attribute is based on the amount of resources that you harvest.

Experience

Killing NPCs is the main source of XP, of course.

Jumping through a gate gives 7XP.

Killing a other player that has more XP then you gives a % of XP to you.

Class Membership

There are many different player classes that you can participate in. The starting class for all players is an "Explorer". By visiting one of the special class Buildings, you can join a new player class. Some buildings make their requirements for entry clear, and other class buildings will require you to solve a puzzle of some type in order to learn what the requirements are. In some cases, the stated requirements are exact, and in other cases, they will simply indicate that you do not meet the requirement, which means that networking with other players, or interpreting the results over time will help you to understand the threshold. It is also possible that other players have added the information in the requirements, so check around, and ask.

Class membership will usually provide special benefits, in the form of two different possibilities. Class bonuses can be either active, which means you have to activate them with a click and possibly an AP cost, and they may be limited to use in specific situations, or at only certain times, or they may be passive, which means that they are automatically applied to all cases where the stated benefit could possibly be used.

You may only be a member of one class at a time. Leaving your class only requires that you return to the building that your class was granted from, and click the appropriate button.

Death

Sometimes, progress is interrupted by setbacks.

Upon death, one loses 10,000 AP, 1% of one's skills (if they are over 50) and 5% of one's experience.
If killed in PVP, the killer gains half of the lost XP and skills, only for each skill that the victim possessed that was higher then the killers.