Nexus: The Jupiter Incident

Nexus: The Jupiter Incident

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jasta85 May 24, 2014 @ 1:22am
Skill points upgrades
So, you have military, science and engineering. the descriptions are obvious on what they do but I have no idea how much they benefit each of those areas. like does military make you fire faster, turn faster or be more accurate? what exactly does science affect aside from making recon scanning go faster? and how many extra resource points do you get for upgrading engineering?
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Lithari Jun 21, 2014 @ 4:55am 
Well, i personally alter the files, so i automatically have all the weapons and stuff from a certain point and i give all the people i control a certain amount of skill points, i am still refining it to be not too high or too low.

I never really learnt about that stuff, i just modded myself a fun game. :-)
DrewUniverse Jul 12, 2014 @ 10:31am 
I'd like to know as well. I'll take a look and see what I can discover.
Random Event Jul 24, 2014 @ 10:33am 

Military: The combat skill of the character. The higher the rating, the more
effective the ship is in battle.
Science: The science skill of the character, focused on military situations. In the
game, this affects recon device use; the higher skill, the faster and more effective
the ship will perform recon tasks.
Engineer: This skill shows the character’s affinity for technical matters and
repairs. The higher the rating, the faster the crew will repair damaged devices.
This skill affects resource points as well.
DrewUniverse Jul 25, 2014 @ 10:07am 
@RandomEvent, did you spend a moment to read the exact question? Your response is the best we know of so far, but we always knew that part of the answer. Jasta85 is asking how much. Quoting the PDF manual which doesn't say "how much" doesn't really help.

That being said, I know the answer is difficult to ascertain or the community would have discovered it by now. That's one reason I like really old PC games. Game folders had text files or at least .ini files, images, videos and so on. More and more these days, everything's in batch files (.mpq, .stuff, etc.) requiring special unpackaging or decompiling assets that many of us can't wrap our heads around (even the techy people!).

If I had to make a guess based on commonly-used modifiers, I'd say Military points willl increase attack speed, attack power, or "response time on commands" by 5-20% per point. Science points might increase the speed of the Datascanner module, or even the Energy Skeeter by 5-10%. Engineering points do add to our resource points awarded per level, but if I could guess how much? I'd say maybe a 5% or 10% boost. As for repairs.. maybe the same. Commonly, passive stat increases are in small percentage increments, to keep the game balanced.

These are speculative figures, but it's a step forward.
Random Event Jul 26, 2014 @ 4:18pm 
I take your point and apologies to all that found my comment harsh.

In reply to your numbers, speculation is exactly that and I am not sure it really does help.

Nice game though but a little iffy on the command at times with ships sometimes refusing to respond. Also find that you have to play some levels many times to find a weakness of a ship as it is not often apparent and certain weapons often fail to do what they are supposed to do.

Read someones comment about it really being a puzzle game and not truly tactical. I have to agree. A bit more randomness in the scripting might help there, but it might also mess things up.
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Date Posted: May 24, 2014 @ 1:22am
Posts: 5