Difference between revisions of "Player Resources"
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== Glory Points == | == Glory Points == | ||
| + | {{todo|List all actions which can earn glory points for humans/mush}} | ||
[[Image: Mush-alfa.png|frame]] | [[Image: Mush-alfa.png|frame]] | ||
The Glory Points are divided into two categories, Human {{Glory}} and Mush {{Glory|Mush}}. | The Glory Points are divided into two categories, Human {{Glory}} and Mush {{Glory|Mush}}. | ||
Revision as of 11:31, 10 February 2014
During a Mush journey, the players have several personal resources at their disposal. Managing them properly is a key factor in victory.
Contents
Action Points
Action Points
is one of the main resource of a character. They correspond to time / energy that are used to perform actions (or even attempt to).
Uses
- Perform (or even attempt to) most of the room actions. Most actions cost 1-2
, but there are also more complex actions that require more.
- In some cases
usage can be reduced or increased by specific items, skills or character traits.
TODO: Please expand and give more details
- In some cases
- 1
will be converted automatically when a character moves to another room while not having any
but having at least 1
. 1
is converted to 3
, netting +2
after the movement to the next room.
can be converted to
, but not vice versa.
Gaining by
Each character regenerates 1
at the beginning of each cycle. If a character sleeps when a cycle changes that character regenerates 1 additional
. There are skills and character traits that can affect points regeneration both negatively and positively. Another way to regain some
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). Accepting a mission from the commander grants 3
.
Skill-specific Action Points
Some of the actions can be performed by spending special skill-specific APs, instead of general
. 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
. Characters can have a maximum of 2 days of skill APs.
| Name | Comes with skill |
Apliance | Gain per day /Image |
|---|---|---|---|
| Tech Points | Technician | Can be spent on repairing and dismantling | +1 |
| Gardening Points | Botanist | Can be spent on plants related jobs: hybridising, treating, watering | +2 |
| NERON project points |
Designer | Can be spent on NERON projects | +2 |
| IT action points | IT Expert | Can be spent on accessible terminals | +2 |
| Heal Points | Nurse | Can be spent to heal crew members | +1 |
| Pilgred Points | Physicist | Can be spent on repairing Pilgred | +1 |
| Shooting Points | Shooter | Can be spent on firing weapons (mounted or manual) | +2 |
| Cooking Points | Chef | Can be spent on cooking food | +4 |
Movement Points
Movement points
are used to move between rooms of the ship.
Uses
- Passing a door (moving to next room) costs 1
. Moving within rooms, no matter how long, is free.
- The exception is Terrence Archer, which moves to next room for free if there is a person in a room he leaves.
Gaining by
- At the beginning of each cycle one
is recovered.
- Movement Points can also be obtained through conversion of
Action Points. The conversion takes place automatically when a character moves to another room while not having any
but having at least 1
. 1
is converted to 3
, netting +2
after the movement to the next room.
can be converted to
, but not vice versa.
The
regeneration and conversion rates can be affected by: character traits, items and Ship Equipment.
TODO: Please expand and give more details
Experience
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
to level up any of the 16 human characters or invest them into new
Mush skills.
Gaining by
On every cycle change you gain 1
(or 2
if you're playing in
Gold Mode).
The Welcome Pack gives you a one-time bonus of 80
.
Experience Table
The following table is an overview showing how much
is needed to progress characters to certain levels.
| |
| ||||||
|---|---|---|---|---|---|---|---|
| 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 |
| Total: 1005 |
Total: 3104 | ||||||
Glory Points
The Glory Points are divided into two categories, Human
and Mush
.
Human 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
.
Mush Glory
The original 2
Mush on board (nominated on game start) begin with 120
added. Each newly converted Mush converted turns their existing human
into
. Unlike humans,
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
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
and
Super Nova awards, where players can compete for 'high scores' and recognition in the community.
At the end of each game, a summary page is created called The End, where players are listed in order of Glory (Mush and Human together), in the case of a tie, the summary page is determined in the following order: Glory, Date of Death, Character Rank.
