Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Those are bound to the character though. Each crew-member, and if that crew-member dies (at least if for good; MP has some respawn shenanigans), then the "progression" is gone.
Currently, you can allways do everything though. Just affects success chances for repairs (-> potential injuries, but no wasted resources), speed, weapons accuracy. Upcoming patch will apparently add "perks" that change that.
I usually either play as a mechanic or an engineer ( like most veterans who want to help players I guess ). With those two jobs, we have our own tasks of maintaining the sub, but sometimes ( often times ) things go wrong and you have to do the job of another. Even a mechanic can still heal a wounded crewmember or kill a hostile creature. However, the injury treatment will lack in efficiency ( the person you're healing may have strong side-effects ) and the damage done on the creature will be lesser than with a security officer. I think that's a normal thing, it's like in real life: if you're not a doctor but must treat a serious injury, you may succeed, albeit not as well as if it had been done by a doctor.
As for your selected jobs ( ex: a mechanic will repair machines ), it's quite rare to fail and injure yourself, even at the beginning levels. You may get an injury from time to time, maybe less than 10% of the time, and by the time you have gained a level or two ( doesn't take long to do that ), you will very rarely fail.
I would say the medic job is the one job that benefits from gained levels, but then again if you have learned the job's complexities ( memorizing ingredients required to produce an item, knowing what to use to treat X injury ), your chances are greatly augmented.
So no, it's not like Borderlands... You can kill an endworm ( the biggest creature in the game ) as a medic or a mechanic if you want... If you have the ammo of course.
I believe many would agree you can really enjoy the game with low levels.
You can play one off scenarios like among us or short scenarios where upgrading and progression aren't really a thing. I think there is enough of this game to satisfy what you are looking for. It isn't a level up to progress game. Any starting character can complete any job for the most part.
Enemy health also doesn’t increase the further in you get, they just throw larger swarms and occasionally some new threats and missions.
In campaigns, it does to an extent but still not enormously, others have said it better than I could.
Having higher weapons skill basically just decreases your spread with handhelds and increases the speed your turrets rotate.
The only tangible thing medical skill does under most circumstances is if you are too low skill to use a certain type of medical item, there's a chance that you will fail the skill check - for example healing wounds less and giving them a little opiate addiction, in the case of something like fentanyl.
Mechanic skill slightly impacts how fast you use welding/plasma cutter fuel, and how fast you do repairs - also, if you're lower than the minimum level to repair something (55 in most cases, most mechanics start at roughly 40 i believe) there's a chance (scaled to your level) that you'll get damaged and stunned. Also your fabrication speed will be much slower if you're too low a level for the item you wanna make, but this barely impacts normal early gameplay honestly.
Electrical is basically same as mechanic except for electrical items. If you are too low electrical level you can just turn off the power to the item though and you won't be stunned.
Helm skill denotes how fast the ship reads your actions and turns it into ballast/engine movements. This can be important, but honestly not hugely.
The different skill levels are less for the progression and more for splitting up classes, so bare that in mind. I think you'd still enjoy the game, I agree with you in a lot of ways about meaningless numbers-over-skill and that's not the case in this game at all, at least in my opinion.
currently game is getting rework that each class of crew will have 3 small tallent tree's who expands the role of the crew(not in game now but will be soon)
aside from progression is stockpiling weapons , materials , explosives ammo and meds for "harder challanges" as well upgreading the ship
but in new update a lot change , some very specialised or super equipment will be only avalible to craft by your profesion , but once crafted anyone can use it.
as for roles the only 2 thing who limit you can do on some ship is your "access card" , security gets access to "secure locker" , and poison locker in medbay (captain gets access to both)
in singleplayer , or friend coop none of these limitations are relevant unless you want to keep guns away from certain idiot playing with you