Difference between revisions of "Player Resources"
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Some of actions can be performed by consuming special, skill-specific APs, designed exclusively for unique types of activities. These special points arise from the character's skills and are beyond the standard {{AP}}. | Some of actions can be performed by consuming special, skill-specific APs, designed exclusively for unique types of activities. These special points arise from the character's skills and are beyond the standard {{AP}}. | ||
| − | These are obtained by specific skills. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) cost one point. Special APs are consumed in prior to normal {{AP}}. | + | These are obtained by specific skills. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) cost one point. Special APs are consumed in prior to normal {{AP}}. {{Todo|Confirm the maximum of such points that can be stored? 4?}} |
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Revision as of 15:42, 30 December 2013
During a journey in Mush, the players have several personal resources at their disposal. Managing them properly is the key between victory and failure.
Contents
Action Points
General
Action Points
are one of the main attributes of character. They correspond to a unit of time / energy which must be used to perform an action (attempt to). Most actions costs 1-2
, but there are also more complex actions that requires more
. APs can also be replaced with
, but not vice versa. APs usage can be reduced in specific conditions by some items
Obtaining
Each character regenerates +1
at the beginning of each cycle. If character sleeps at cycles change regenerates 1+1
. There are Skills and personal traits that can affect both negatively and positively points regeneration. Another way to gain some
is to eat, drink or take pills(pills have randomly assigned properties at the beginning of game - so it`s not desirable to take any without knowledge how it affects).
Skill-specific Action Points
Some of actions can be performed by consuming special, skill-specific APs, designed exclusively for unique types of activities. These special points arise from the character's skills and are beyond the standard
.
These are obtained by specific skills. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) cost one point. Special APs are consumed in prior to normal
.
TODO: Confirm the maximum of such points that can be stored? 4?
| Name | Comes with skill |
Apliance | Gain per day /Image |
|---|---|---|---|
| Tech Points | Technician | Can be spent on repairing and dismantling[to verify] | +1 |
| Gardening Points | Botanist | Can be spent on plants related jobs[specify] | +2 |
| NERON project points |
Designer | Can be spent on NERON projects | +2 |
| IT action points | IT Expert | Can be spent on accessible terminals | +2 |
| Heal Points | Nurse | Can be spent to heal crew members | +1 |
| Pilgred Points | Physicist | Can be spent on repairing Pilgred | +1 |
| Shooting Points | Shooter | Can be spent on firing weapons (mounted or manual) | +2 |
| Cooking Points | Chef | Can be spent on cooking food | +4 |
Movement Points
General
Movement points
are used to move between the rooms of the ship (moving within room is absolutely unlimited). Any passage doors costs 1
. The exception is Terrence Archer, which moves for free, as long as in room which He leaves was another crew member.
Obtaining
At the beginning of each cycle one
is recovered. Movement Points can also be obtained through the exchange of
Action Points. The exchange takes place automatically when character move to another room and have no more
but have at least 1
. Then 1
is replaced by a 3
. The amount of points received in this way may be affected by: personal traits, items and Ship Equipment.
Experience
Experience Points are a player account currency that are earned while playing and used to level up the various characters available in Mush.
They are not bound to any character up to the point where you invest them into a level-up.
You can use
to level up any of the 16 human characters or invest them into new skills for the
Mush.
How to gain
Experience
On every cycle change you gain 1
(or 2
If you're playing in
Gold Mode).
The Welcome Pack gives you a one-time bonus of 80
.
Experience Table
An overview showing how much
is needed to unlock various skill levels:
| Level | Human |
Level | |
Level | |
Level | |
|---|---|---|---|---|---|---|---|
| 1 | - | 1 | - | 7 | 120 | 13 | 240 |
| 2 | 5 | 2 | 4 | 8 | 140 | 14 | 260 |
| 3 | 50 | 3 | 25 | 9 | 160 | 15 | 280 |
| 4 | 200 | 4 | 50 | 10 | 180 | 16 | 300 |
| 5 | 250 | 5 | 75 | 11 | 200 | 17 | 350 |
| 6 | 500 | 6 | 100 | 12 | 220 | 18 | 400 |
Glory Points
The Glory Points are divided into two categories, Human
and Mush
.
Human Glory
is earned by performing activities, ordinary or special - related to the personality, talents or historical background of the character played. Each crew member of the Daedalus has their own goals, accomplishing which usually rewards them with points of
.
Mush Glory
The original 2
Mush on board (nominated on game start) start off with 120
. Each Mush then converted from humanity turns their existing
into
. Unlike humans,
Mush lose their Glory on a daily basis and must obtain more by sabotaging ship peripherals, spiking and turning humans into Mush and other mushy activities.
Role and Ladders
The point of
is to maintain the activity of the players, because the they are added up at the end of the game, thus creating a natural division into major and minor roles played out during the trip. Thanks to the form of individual objectives for which players get points, they are motivated to play in-character and behave in accordance with their character's background. The game also provides the Ladder divided by
and
Super Nova awards, where players can compete for 'high scores' and recognition in the community.
