This is a Proposal List for Special Abilities of Employees, each of them has the chance to gain exactly one on Promotion, fitting to his profession (with increasing probability based on Skill; 100% on last promotion). not all underlying Functionality needed is added yet, this List is just a reminder for me
Type:
Manager:
-> Trade Anywhere (Drop Range continuty requirement)
-> Long Shoppinglist ( Stack infinite Trades; ToDo: Add Trade stacking)
-> Connections (shared; chance to ocassionally gain a Trade Agent* on an allied Station in the Sector)
Captain:
-> Agressive Gate Passage (is always in front of waiting List)
-> Agressive Boosting (boosts whenever possible, even during delicate maneuvers like Docking)
-> Targeted Jumping (can rarely Jump to nearby his Target Destination when doing a random Jump)
-> Long Range Jumping (can rarely Jump anywhere in Cluster skipping some Jump Steps)
-> Hot Jumping (chance to skip Cooldown of Jumpdrive)
-> Connections (shared; chance to ocassionally gain a Trade Agent* on the Station currently traded with)
Architect & Engineer:
-> Economical Building (Architect only; Building requires a few % less ressources)
-> Instant Repair (small chance of restoring destroyed Parts immediately after destruction)
-> Free Repairs / 100% Repairs (no Cost for repairing Stuff; Engineer can always repair to 100%)
Defense:
-> Finger Gun (small chance to kill an Enemy fighter on full health)
-> Connections (Chance to call in Reinforcements belonging to another Allied Faction when own firepower is insufficient)
All Employees:
-> Sucks. (Cheating Penalty when Skills are cheated: often makes serious Mistakes or underperforms for his skills - hey, i want feedback for Skill Progression, not just for fully maxed out employees ;) )
This is a Proposal List for Special Abilities of Employees, each of them has the chance to gain exactly one on Promotion, fitting to his profession (with increasing probability based on Skill; 100% on last promotion). not all underlying Functionality needed is added yet, this List is just a reminder for me
Type: Manager: -> Trade Anywhere (Drop Range continuty requirement) -> Long Shoppinglist ( Stack infinite Trades; ToDo: Add Trade stacking) -> Connections (shared; chance to ocassionally gain a Trade Agent* on an allied Station in the Sector) Captain: -> Agressive Gate Passage (is always in front of waiting List) -> Agressive Boosting (boosts whenever possible, even during delicate maneuvers like Docking) -> Targeted Jumping (can rarely Jump to nearby his Target Destination when doing a random Jump) -> Long Range Jumping (can rarely Jump anywhere in Cluster skipping some Jump Steps) -> Hot Jumping (chance to skip Cooldown of Jumpdrive) -> Connections (shared; chance to ocassionally gain a Trade Agent* on the Station currently traded with) Architect & Engineer: -> Economical Building (Architect only; Building requires a few % less ressources) -> Instant Repair (small chance of restoring destroyed Parts immediately after destruction) -> Free Repairs / 100% Repairs (no Cost for repairing Stuff; Engineer can always repair to 100%) Defense: -> Finger Gun (small chance to kill an Enemy fighter on full health) -> Connections (Chance to call in Reinforcements belonging to another Allied Faction when own firepower is insufficient) All Employees: -> Sucks. (Cheating Penalty when Skills are cheated: often makes serious Mistakes or underperforms for his skills - hey, i want feedback for Skill Progression, not just for fully maxed out employees ;) )