Post Sun Jun 21, 2020 7:53 am

Core Skills (player info)

update
for new pilots, the Magic 14 is the very minimum skillset to fly.
these should also be among the first skills trained to level V.

Engineering:
CPU Management
Power Grid Management
Capacitor Management
Capacitor Systems Operation

Armor:
Mechanics
Hull Upgrades

Shields:
Shield Management
Shield Operation

Targeting:
Long Range Targeting
Signature Analysis

Navigation:
Navigation
Evasive Maneuvering
Warp Drive Operation

Spaceship Command:
Spaceship Command




original post below:

This is my list of Core Skills and what they give, from Apoc/Inc era.
(my formatting was not kept, so bold and underline were added)

Primary: (skills affecting ship)
Electronics
Electronics – 5% CPU per level.
Signature Analysis – 5% improved locking time per level.
Long Range Targeting – 5% increased targeting range per level.
Targeting - 1 additional target per level
MultiTasking - 1 additional target per level
Engineering
Engineering – 5% PG per level.
Energy Management – 5% capacitor capacity per level.
Energy Systems Operation – 5% capacitor recharge rate per level.
<type> Shield Compensation - 5% bonus to <type> Shield resistance per level
Shield Management – 5% shield capacity per level.
Shield Operation – 5% shield recharge rate per level.
Tactical Shield Manipulation - reduces chance of damage penetrating shield by 5% level, with 0% chance at L5
Mechanics
Mechanics – 5% structure HP per level.
Hull Upgrades – 5% armor HP per level.
Navigation
Navigation – 5% to sub-warp speed per level.
Evasive Maneuvering – 5% to ship agility per level.
Warp Drive Operation - 10% reduction in warp cap need per level
Spaceship Command
Spaceship Command - 2% to ship agility per level.

Secondary: (skills affecting modules)
Electronics
Electronics Upgrades
Propulsion Jamming - warp scram and stasis webber
Sensor Linking
Signal Dispersion - ECM jammers
Signal Suppression - rem sensor damp
Signal Focusing - target painter
Survey - scan speed
Target Painting - 5% red in cap need
Turret Destabilization - tracking disruptors
Weapon Disuption - weapon disruptors
Engineering
<type> Emission Systems - CPU need reduction for <type> emission modules
<type> Upgrades - 5% CPU need reduction for modules requiring this skill
Gunnery
Controlled Bursts - 5% reduction in cap need of all turrets
Gunnery - 2% bonus to weapon ROF
Motion prediction - 5% bonus to turret tracking speeds
Rapid Firing - 4% per level to weapon ROF
Sharpshooter - 5% bonus to turret optimal range
Surgical Strike - 3% bonus to turret damage per level
Trajectory Analysis - 5% bonus to accuracy falloff per level
Weapon Upgrades - 5% red in CPU need of weapon modules
*all other gunnery skills affect their specific weapon module
Mechanics
Repair Systems - 5% reduction on system duration per level
Jury Rigging : Allows makeshift modifications to ship systems through the use of rigs. Required learning for further study in the field of rigging
<type> Rigging
<type> Armor Compensation - 5% bonus to <type> Armor resistance per level
Missile Launcher Operation
Missile Bombardment : 10% bonus to all missiles' maximum flight time per level.
Missile Launcher Operation : 2% Bonus to missile launcher rate of fire per skill level.
Missile Projection : 10% bonus to all missiles' maximum velocity per level.
Rapid Launch : 3% bonus to missile launcher rate of fire per level.
Light Missiles : 5% Bonus to light missile damage per skill level.
Rockets : 5% bonus to rocket damage per skill level.
Target Navigation Prediction : 10% decrease per level in factor of target's velocity for all missiles.
Navigation
Acceleration Control : 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Afterburner : 5% reduction to afterburner duration and 10% reduction in afterburner capacitor use per skill level.
Fuel Conservation : 10% reduction in afterburner capacitor needs per skill level.
High Speed Maneuvering : 5% reduction in MicroWarpdrive capacitor usage per skill level.