Difference between revisions of "Player Resources"

From Mushpedia
Jump to: navigation, search
(Skill-specific Action Points: stored maximum?)
(Grammar)
Line 1: Line 1:
During a journey in ''Mush'', the players have several '''personal resources''' at their disposal. Managing them properly is the key between victory and failure.
+
During a ''Mush'' journey, the players have several '''personal resources''' at their disposal. Managing them properly is a key factor in victory.
  
 
== Action Points ==
 
== Action Points ==
Line 5: Line 5:
 
===General===
 
===General===
  
Action Points {{AP}} 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 {{AP}}, but there are also more complex actions that requires more {{AP}}. APs can also be replaced with {{MP}}, but not vice versa. APs usage can be reduced in specific conditions by some [[Inventory|items]]
+
Action Points {{AP}} is one of the main resource of a character. They correspond to time / energy that are used to perform actions (or even attempt to). Most actions cost 1-2 {{AP}}, but there are also more complex actions that require more. {{AP}} can be converted to {{MP}}, but not vice versa. In some cases {{AP}} usage can be reduced or increased by specific [[Inventory|items]], [[Skills|skills]] or [[Characters|character traits]].
  
===Obtaining===
+
====Obtaining====
  
Each character regenerates +1{{AP}} at the beginning of each cycle. If character sleeps at cycles change regenerates 1+1{{AP}}. There are [[Skills]] and [[Characters|personal traits]] that can affect both negatively and positively points regeneration. Another way to gain some [[image: Pa slot1.png]] is to [[Inventory#Rations|eat, drink]] or take [[Inventory#Rations|pills]](pills have randomly assigned properties at the beginning of game - so it`s not desirable to take any without knowledge how it affects).
+
Each character regenerates 1 {{AP}} at the beginning of each cycle. If a character sleeps when a cycle changes that character regenerates 1 additional {{AP}}. There are [[Skills|skills]] and [[Characters|character traits]] that can affect points regeneration both negatively and positively. Another way to regain some {{AP}} is to [[Inventory#Rations|eat, drink]] or take [[Inventory#Rations|pills]] (pills have randomly assigned properties at the beginning of a game — it's not advised to take any without knowledge their effects). Receiving a mission from the [[Titles#Commander|commander]] grants 3 {{AP}}.
  
 
=== Skill-specific Action Points ===
 
=== 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 {{AP}}.
+
Some of the actions can be performed by spending special skill-specific APs, instead of general {{AP}}. These special points are given to characters with specific skills at a daily basis. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) per point. Special APs are consumed prior to normal {{AP}}. {{Todo|Confirm the limit of such points that can be stored? 4?}}
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?}}
+
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 69: Line 68:
 
===General===
 
===General===
  
Movement points {{MP}} are used to move between the rooms of the ship (moving within room is absolutely unlimited). Any passage doors costs 1 [[image:Pa slot2.png]]. The exception is [[Terrence Archer]], which moves for free, as long as in room which He leaves was another crew member.
+
Movement points {{MP}} are used to move between rooms of the ship (moving within rooms is free). Passing a door costs 1 {{MP}}. The exception is [[Terrence Archer]], which moves for free if there is a person in a room he leaves.
  
===Obtaining===
+
====Obtaining====
  
At the beginning of each cycle one {{MP}} is recovered. Movement Points can also be obtained through the exchange of {{AP}} Action Points. The exchange takes place automatically when character move to another room and have no more {{MP}} but have at least 1 {{AP}}. Then 1 {{AP}} is replaced by a 3 {{MP}}. The amount of points received in this way may be affected by: [[Characters|personal traits]], [[Inventory|items]] and [[Ship Equipment]].
+
At the beginning of each cycle one {{MP}} is recovered. Movement Points can also be obtained through conversion of {{AP}} Action Points. The conversion takes place automatically when a character moves to another room while not having any {{MP}} but having at least 1 {{AP}}. 1 {{AP}} is converted to 3 {{MP}}. The {{MP}} regeneration and conversion rates can be affected by: [[Characters|character traits]], [[Inventory|items]] and [[Ship Equipment]].
  
 
== Experience ==
 
== Experience ==
  
{{XP}} Experience Points are a player account currency that are earned while playing and used to level up the various characters available in ''Mush''.
+
{{XP}} Experience Points are account wide points that are earned though playing and used to level up various characters available in ''Mush''. They are not bound to any character until they are used. You can use {{XP}} to level up any of the 16 [[Characters|human characters]] or invest them into new {{Character|Mush}} skills.
They are not bound to any character up to the point where you invest them into a level-up.
+
  
You can use {{XP}} to level up any of the 16 [[Characters|human characters]] or invest them into new skills for the {{Character|Mush}}.
+
=== Gaining {{XP}}===
  
=== How to gain {{XP}} Experience ===
+
On every cycle change you gain 1 {{XP}} (or 2 {{XP}} if you're playing in {{Gold Mode}}).
 
+
On every cycle change you gain 1 {{XP}} (or 2 {{XP}} If you're playing in {{Gold Mode}}).
+
  
 
The [[Welcome Pack]] gives you a one-time bonus of 80 {{XP}}.
 
The [[Welcome Pack]] gives you a one-time bonus of 80 {{XP}}.
Line 114: Line 110:
 
=== Human Glory ===
 
=== Human Glory ===
  
{{Glory}} is earned by performing activities, ordinary or special - related to the personality, talents or historical background of the [[Characters|character]] played. Each crew member of the [[Daedalus]] has their own goals, accomplishing which usually rewards them with points of {{Glory}}.
+
{{Glory}} is earned by simply surviving and performing activities, ordinary or special - related to the personality, talents or historical background of the [[Characters|character]] played. Each crew member of the [[Daedalus]] has their own goals, accomplishing which usually rewards them with points of {{Glory}}.
  
 
=== Mush Glory ===
 
=== Mush Glory ===
  
The original 2 {{Character|Mush}} on board (nominated on game start) start off with 120 {{Glory|Mush}}. Each Mush then converted from [[Characters|humanity]] turns their existing {{Glory}} into [[image:Mush triumph.png]]. Unlike humans, {{Character|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.
+
The original 2 {{Character|Mush}} on board (nominated on game start) begin with 120 {{Glory|Mush}}. Each newly converted Mush converted turns their existing human {{Glory}} into [[image:Mush triumph.png]]. Unlike humans, {{Character|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 ===
 
=== Role and Ladders ===
  
The point of {{Glory}} 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 {{Glory}} and [[image:Win nova.png]] [[Super Nova]] awards, where players can compete for 'high scores' and recognition in the community.
+
The point of {{Glory}} is to encourage role activities of the players, because 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 {{Glory}} and [[image:Win nova.png]] [[Super Nova]] awards, where players can compete for 'high scores' and recognition in the community.

Revision as of 16:44, 30 December 2013

During a Mush journey, the players have several personal resources at their disposal. Managing them properly is a key factor in victory.

Action Points

General

Action Points Action Point is one of the main resource of a character. They correspond to time / energy that are used to perform actions (or even attempt to). Most actions cost 1-2 Action Point, but there are also more complex actions that require more. Action Point can be converted to Movement Point, but not vice versa. In some cases Action Point usage can be reduced or increased by specific items, skills or character traits.

Obtaining

Each character regenerates 1 Action Point at the beginning of each cycle. If a character sleeps when a cycle changes that character regenerates 1 additional Action Point. There are skills and character traits that can affect points regeneration both negatively and positively. Another way to regain some Action Point is to eat, drink or take pills (pills have randomly assigned properties at the beginning of a game — it's not advised to take any without knowledge their effects). Receiving a mission from the commander grants 3 Action Point.

Skill-specific Action Points

Some of the actions can be performed by spending special skill-specific APs, instead of general Action Point. These special points are given to characters with specific skills at a daily basis. They can be spend only on skill related jobs in 1 to 1 ratio - one action (attempt) per point. Special APs are consumed prior to normal Action Point. Icon TODO: Confirm the limit 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] +1Pa eng.png
Gardening Points Botanist Can be spent on plants related jobs[specify] +2Pa garden.png
NERON
project points
Designer Can be spent on NERON projects +2Pa core.png
IT action points IT Expert Can be spent on accessible terminals +2Pa comp.png
Heal Points Nurse Can be spent to heal crew members +1Pa heal.png
Pilgred Points Physicist Can be spent on repairing Pilgred +1Pa pilgred.png
Shooting Points Shooter Can be spent on firing weapons (mounted or manual) +2Pa shoot.png
Cooking Points Chef Can be spent on cooking food +4Pa cook.png

Movement Points

General

Movement points Movement Point are used to move between rooms of the ship (moving within rooms is free). Passing a door costs 1 Movement Point. The exception is Terrence Archer, which moves for free if there is a person in a room he leaves.

Obtaining

At the beginning of each cycle one Movement Point is recovered. Movement Points can also be obtained through conversion of Action Point Action Points. The conversion takes place automatically when a character moves to another room while not having any Movement Point but having at least 1 Action Point. 1 Action Point is converted to 3 Movement Point. The Movement Point regeneration and conversion rates can be affected by: character traits, items and Ship Equipment.

Experience

XP Experience Points are account wide points that are earned though playing and used to level up various characters available in Mush. They are not bound to any character until they are used. You can use XP to level up any of the 16 human characters or invest them into new Icon Mush skills.

Gaining XP

On every cycle change you gain 1 XP (or 2 XP if you're playing in Icon Gold Mode).

The Welcome Pack gives you a one-time bonus of 80 XP.

Experience Table

An overview showing how much XP is needed to unlock various skill levels:

Level Human XP Level Icon Mush XP Level Icon Mush XP Level Icon Mush XP
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

Mush-alfa.png

The Glory Points are divided into two categories, Human Glory and Mush Glory (Mush).

Human Glory

Glory is earned by simply surviving and 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 Glory.

Mush Glory

The original 2 Icon Mush on board (nominated on game start) begin with 120 Glory (Mush). Each newly converted Mush converted turns their existing human Glory into Mush triumph.png. Unlike humans, Icon 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 Glory is to encourage role activities of the players, because 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 Glory and Win nova.png Super Nova awards, where players can compete for 'high scores' and recognition in the community.