Fractured Space

Fractured Space

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[OUTDATED] Comprehensive Guide to Crew Skills
By Snib
List of all Crew Skills and what they actually do.
   
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WARNING: OUTDATED
This guide was last updated for the Phase 1.10 beta patch, so it is out of date now. I'll leave the guide available as is but I will not be updating it anymore since I uninstalled the game. Try to get the developers of this game to finally provide this information themselves.

Maybe see you in another game,
-Snib
Crew Skills and their Effects
Skill Name
Effect
Armor Damage Reduction
Modifier applied to the broken armor damage multiplier regarding incoming damage.
Armor Repair Rate
Modifier applied to the speed your armor gets repaired at. Unknown whether this also affects self-repair time.
Armor Strength
Improves your base armour amount.
Base Resistance
Modifier applied to incoming damage from an enemy station's defenses.
Blink Prep
Reduces the blink warm-up time (the time between you releasing the button and the blink actually happening).
Capture Rate
Improves your base capture rate.
Concealment
Reduces the enemy's targeting range when trying to target you.
Cooldown Rate
Affects the base cooldown of everything that's not affected by Fire Rate, with the exception of small ships re-deployment cooldowns.
Damage Inflicted
Modifier applied to all nearly player weapon and ability damage (exceptions are some some DoT type weapons that do not scale with levels and crew skills).
Damage Reduction
Modifier applied to incoming damage from another player.
Fire Rate
Generally affects the base cooldown of all abilities that damage hull and/or armor. Exceptions are Armor Breaker Blast (not the variants), Engine Shutdown, Flux Beam, Gladius Missiles & variants, Guardian Cannon, Point Defense, Repair Beam & variants, and small ships.

For weapons that have a continuous fire mode (e.g. Faster Blaster, Flak, Minicannon, Photonic Charges, Reaper Cannon, Reaper Sequential, Rotary Cannon & variants, Slug Thrower, Tempest Cannon, Tempest Tri-Cannon) or a toggle state (Plasma Field) it affects the continuous fire rate but not the single shot cooldown.

Also applies to the refire rate of the charges of magazine fed abilities (whether damaging or not), but never to the magazine reload time itself.
Flight Duration
Affects the time your small ships (drones, fighters, bombers) stay active before they have to return to your ship.
Hull Strength
Adds the listed amount to your base hull hp once.
Jump Cooldown
Applies to the base cooldown of your Jump Drive and Jump Home abilities.
Jump Prep
Reduces the jump warm-up time. Base warm-up time is 7 seconds for Jump Drive, 10 seconds for Jump Home, in case of the Protector 5 and 7 seconds).
Jump Protection
Substracted from the 3x modifier applied to incoming damage during jump spool-up. I have not tested whether this actually works and whether this applies to the Leviathan's Create Jumppoint ability as well.
Maneuvering
Improves your vertical and strafe speed including acceleration and deceleration.
Max Speed
Increases your forward and reverse speed including acceleration and deceleration.
Repair Rate
Affects the speed that your bases repair you with. Does not affect player repairs.
Resource Gathering
Affects the amount of resources you gain for your team when destroying an enemy ship.
Sensor Range
Increases your base sensor (= targeting) range. See my Weapon & Ship Stats guide for the ranges.
Squad Survival
Increases your small ships (drones, fighters, bombers) hull strength.
Squad Replacement
Reduces the penalty cooldown after losing your small ships (drones, fighters, bombers) to enemy fire.
Turn Speed
Improves your turn speed including acceleration and deceleration.
Utility Cooldown
Applies to the base cooldown of non-hull or armor damaging abilities not affected by Fire Rate, with the exception of jumps and small ships. Also applies to non-drone based repair abilities and Engine Shutdown. In case of magazine fed abilities it only applies to the magazine reload cooldown, not the fire rate of the charges themselves.
Utility Duration
Applies to the base duration of all toggle abilities with limited duration that are not weapons, e.g. Interceptor Targeting Inhibitor & variants, Executioner Overdrive, and Raider Screens.

Also applies to Protector Defensive Field, Ranger Shutdown & Repair, Reaper Shrouds, and Watchman Shield.
Weapon Cooldown
Applies to the base cooldown of hull or armor damaging abilities affected by Cooldown Rate (exceptions are repair abilities, Engine Shutdown and small ships), and to magazine recharge rate.
Calculation
Taking cooldowns as an example, the calculation goes as follows:

Cooldown = Base Cooldown * (1 - 1st Crew Skill - ... - nth Crew Skill - Ship Level Upgrade Bonus - Gamma Buff)

Base Cooldown is an ability's cooldown at level 0 without any modifiers applied.
Level is your ship's level. For abilities that the Fire Rate skill applies to, Level is divided by 2 and truncated (so e.g. at level 5 => level = 2)
Ship Level Upgrade Bonus is defined individually per ship and modifier and additionally depends on the choices you make at levels 3, 6, and 9.
Gamma Buff - if your team captured Gamma various parameters of your ship are improved, including cooldowns

In case there are other buffs or debuffs in game affecting the same modifier they get substracted or added in the same way.
Effect on Small Ships (Drones)
Currently only the Paragon's small ship wings are affected by non-small ship specific crew skills (and ship upgrades) like the general damage modifier. Other ships' small ships do not scale.
68 Comments
Squirrelzar Oct 4, 2016 @ 11:49am 
This is awesome, was looking for something like this while trying to figure out what the hell to do with my crew. I'll share it around
PSiKoTiC Sep 29, 2016 @ 5:15pm 
Would be awfully 'handy' is they could have some mouse over to let us know which skills are effected by which abilities (or at-least display the effective damage/range etc) the Attack Defense and Utility upgrades are 'nice' but it's hard to figure out what's changed with the upgrade. Like the Defensive upgrade.. increases repair amount.. .umm ok .. out going repair amount? received repair amount? or just at owned stations (meaning knocking maybe 2-3 seconds off your repair time max)
Lailah Sep 28, 2016 @ 12:51am 
Okay, and Repair people are still useless b/c they don't affect player heals at all, either incoming or outgoing. What a shame, but I like their VO work so they'll stay I guess.
Snib  [author] Sep 28, 2016 @ 12:45am 
@Rulee you misread something. Your Protector's Repair Beam is not affected by "Fire Rate" at all (as mentioned in the guide), instead its cooldown benefits from "Cooldown Rate" (Captain) and "Utility Cooldown" (Utility Officer) modifiers. You cannot influence the amount of the heal on the Protector itself, instead it increases with target ship level.
Lailah Sep 27, 2016 @ 6:35pm 
Wait, so the only thing that makes my healing better on say, a Protector is a Tactical officer, and then only one that increases my Fire Rate, not like, a Repair person? That's silly XD
BioParco Sep 22, 2016 @ 10:24am 
tobiasinc squad leader!
Tobiasinc Sep 21, 2016 @ 3:14pm 
I am trying out the Paragon, does Damage Inflicted apply to bombers and fighters? And what else could be usefull for the Paragon?
Snib  [author] Sep 17, 2016 @ 2:17am 
Updated to beta 1 patch with several important changes to Utility Duration.
Sister Miriam Godwinson Sep 10, 2016 @ 3:46am 
Alright, better question - what abilities/weapons/powers does "Weapon Cooldown" ACTUALLY make a difference for?
Snib  [author] Sep 9, 2016 @ 5:21pm 
Fire Rate for both.