The system for TextSpaced is based around personality factors, in fact the same personality factors that Raymond B. Cattell, Maurice Tatsuoka and Herbert Eber devised for the self-report personality test (https://en.wikipedia.org/wiki/16PF_Questionnaire). In total there are 16 personality factors that have negative and positive ranges such as reasoning, vigilance and warmth. Negative and positive in this case do not mean good or bad however, but rather how much of the personality factor your character presently exhibits.
Using warmth as an example, the more in the positive direction the warmth factor is, the more outgoing, attentive to others and kind you are. In the opposite direction, the more impersonal, cold-hearted and detached you are. In TextSpaced these have the same meanings to your character and through activity, training, room usage and 'criterion' these factors move either in the positive direction or negative direction. The scale is a simple -100% to 100%, with 0% being neutral. This can be conceptualised as a needle moving up and down a scale, with the middle being balanced. Sometimes when a factor changes, you will gain one skill point. You can use the points to unlock skills whenever you like, and skills to unlock become available at 10% increments of factors, for example at 10%, 20%, 30% and so on. The cost of skills to unlock is also the same as the absolute percentage, so a skill available at 10% will cost 10 skill points to unlock. Finally, some factors neutralise to zero over time these being boldness, imagination and solitude.
Skills are abilities or perks to unlock and can each be individually levelled, to a maximum skill level of 100 - or 100% effective. Skills are never lost meaning your factors can change over time allowing you to explore different play styles. Skills themselves can be wildly different things such as 'metallurgist', allowing you to mine more metal or 'wardroid' whereas an android you replace one of your arms with a directed energy weapon. Race specific skills are only available to characters of the specified race, these tend however, to be things that only make sense with the race - such as extending your life span as a clone, or data mining as an android.
The exciting thing about skills is firstly they allow a player to really personalise their character and their play-style, but they also allow for new skills too easily be added in the future to expand the game and mechanics available without hindering the player or causing regrettable choices.
In regard to factors, there is rub. Moving any factor will move all factors in some way but here are the major correlations these being:
An example of this is when the warmth factor increases, the vigilance factor decreases as opposing factors are difficult to coexist. Additionally, each race starts off with some of these factors not at neutral, for example, clones start with less warmth and androids start with higher perfectionism. This naturally and elegantly results in the race having a tougher time moving the needles of these factors but it does play into what the race is all about.
The factors also allow for lots of interesting mechanics, and can be directly changed by 'criterions', moralistic decisions, completing activities and finishing missions.
A criterion is a special temporary event to you, which is effectively a binary story outcome - you would choose yes or no, stay or leave, in or out etc... and it would directly effect your factors. They pop up from time to time but disappear quickly if not actioned. A clear example of this is a vessel in need carrying valuable cargo. You could choose to take the cargo and leave the captain of the vessel to die, or to help the captain - your choice would then change your factors.
In its negative range you are self-assured, free of guilt and confident but you can also be complacent. In its positive range you are apprehensive and self-doubting as well as insecure and guilt-prone.
In its negative range you are shy, hesitant and easily intimidated while in its positive range you are venturesome, thick-skinned and uninhibited.
In its negative range you are group-oriented and a follower and dependent. In its positive range you are self-reliant and solitary as well as resourceful but can be individualistic.
It is negative range you are cooperative and tend to avoid conflict being submissive, humble and obedient. In its positive range you are dominant, forceful and assertive but can also be aggressive, competitive and stubborn.
In its negative range you are traditional, conservative and respectful of ideas. In its positive range you are open to change and experimental being classed as liberal. You are also freethinking and highly analytical.
In its negative range you lack imagination and are grounded, practical and solution oriented. In its positive range you are imaginative and abstract but can also be absentminded, impractical and become absorbed in ideas.
In its negative range the factor equates to you being serious, restrained and prudent while in its positive range you are lively, spontaneous as well as expressive and enthusiastic.
In its negative range you are expedient and nonconforming with a disregard for the rules as well as indulgent. In its positive range you are rule-conscious, confirming and moralistic sometimes becoming rule-bound.
In its negative range you tolerate disorder and could be classed as undisciplined and careless bordering on lax and laziness. In its positive form you are a perfectionist who is organised and compulsive. You can also be controlling and self-sentimental.
At its negative range you are lateral thinker but are less likely to be able to tackle abstract problems. In its positive range you are a faster-learner and able to abstractly and creatively solve problems.
In its negative range you are objective, self-reliant and take no-nonsense sometimes becoming utilitarian. In its positive range you are sensitive, tender, intuitive and enjoy aesthetics.
In its negative range you are are genuine, forthright but also naive and artless. In its positive range you are private and discreet. You can also be diplomatic and astute.
In its negative range you are reactive, adaptable and changeable. You are very effected by feelings and easily upset. In its positive range you are emotionally stable, mature and face reality calmly.
In its negative range you are relaxed, placid and patient. You can also be tranquil, composed and zen-like which can result in low drive. In its positive range you are tense, impatient at high-energy. But this can also equate to being driven and timely.
In its negative range you are trusting, unsuspecting and can be an easy mark. In its positive range you are vigilant, suspicious and skeptical. You can also be distrustful and oppositional.
At its negative range you are more impersonal, distant and detached. But you are also cool under pressure and reserved. In its positive range the warmth factor equates to being more outgoing, attentive to others, kind and easygoing. You'll also enjoy participating with others and enjoy the company of people.
Although there are 114 skills to realise at different factor ranges, when you complete the tutorial all the craft skills listed below are automatically realised, as they unlock new ship roles to command, expanding game-play.
The Attack Craft skill allows you to purchase and command attack role ships, started with the Fighter all the way up to large powerful ships like the Destroy. The Attack Craft skill can be realised when your dominance factor is 10% or higher.
The Construction Craft skills allows the purchase fo construction craft helping you expand your factions grasp. This skill is available realise when your sensitivity factor is -10% or lower.
Similar to attack craft, the Defence Craft skill unlocks defence role craft starting with the Frigate leading all the way to ships like Juggernaut. It can be realised when your dominance factor is -10% or lower.
The Logistics Craft skill opens up logistic craft such as the Tanker, ships designed to move a lot of cargo around quickly. This skill can be realised when your solitude factor is -10% or lower.
The Mining Craft skill unlocks ships best in class for mining starting with the Barge and moving up to much larger vessels. The skill can be realised when your tension factor is at -10% or lower.
Operations Craft allows you to purchase and command operations role ships, ships that provide superiority in the battlefield. This skill can be realised when apprehension factor is at -10% or lower.
The Recon Craft skill unlocks fast ships designed to discover new systems and head out into the frontier. The skill can be realised once your flexibility factor is 10% or higher.
Support Craft are vessels that excel in aiding others and their corresponding skill can be realised when your warmth factor is at 10% or higher.
Lastly, Transport Craft are centered around transporting other vessels or people and the skill can be realised once your vigilance factor is at -10% or lower.
Apprehension -50%
Grants the ability to capture wildlife when hunting to be delivered to a reserve. Successful captures rise with the skill level. An X-Net type consumable must be used to capture wildlife.
Apprehension -10%
The ability to purchase and command increasingly more powerful operations craft. Skill increases any time you complete actions as a squad leader.
Boldness 10%
Allows you to gain proficiency using autocannon weapons, granting new types.
Boldness 20%
Positive speed buffs from defence cards in combat increase by 1% per level.
Confidence 10%
Damage against structures is increased by 1% per level and the level increases each time you destroy a structure in combat.
Confidence 40%
Improves this effectiveness of grenades during personal combat.
Confidence 40%
Increases damage of mines in combat by 3% per level and grants the Minesweeper card.
Confidence 20%
Crew members have a 1% higher chance of survival if your ship is destroyed in combat increasing by 0.5% per level.
Confidence 20%
Charting a planet takes 1 minute longer per level but increases the number of abundant consumables found proportional to the skill level. The skill increases each time a planet is fully charted.
Confidence 30%
Increases the amount of damage a critical hit from a weapon deals by 1% per level. The skill has a chance of increasing each time a critical hit lands.
Dominance 50%
Artillery deals 1% more damage per level.
Dominance 20%
Allows you to gain proficiency using assault rifle weapons, granting new types.
Dominance 10%
The ability to purchase and command increasingly more powerful attack craft. Skill increases any time an enemy is destroyed in combat when you are in an attack craft on the attacking team.
Dominance 40%
Broadsides deal 1% more damage per level.
Dominance 30%
Cannons deal 1% more damage per level.
Dominance -20%
Damage reductions are increased by 0.5% per level from defence cards.
Dominance -10%
The ability to purchase and command increasingly more powerful defence craft. Skill increases any time an enemy is destroyed in combat when you are in a defence craft on the defending team.
Dominance 100%
Allows training in use of Jingoist craft.
Dominance 30%
Missiles deal 1% more damage per level.
Dominance 30%
Torpedoes deal 1% more damage per level.
Dominance 30%
Turrets deal 1% more damage per level.
Flexibility 20%
Speed for atmospheric ships outside of combat increases by 0.01 every ten levels.
Flexibility 30%
Decreases charting time by two minutes per level, with the skill increasing each time a planet is charted.
Flexibility -10%
Decreases the amount of time to gather consumables proportional to the skill level. The skill increases in level any time gathering is stopped because all abundant consumables have been gathered.
Flexibility 40%
Speed for non-atmospheric ships outside of combat increases by 0.01 every twenty levels.
Flexibility -50%
Macro botanists will periodically create the Macro-organism Construct consumable, allowing them to craft macro-lifeforms. These lifeforms can be released on planets with varying effects. Increasing the level increases the frequency of consumable generation and lifetime of the organism.
Flexibility -20%
Allows you to gain proficiency using pistol weapons, granting new types.
Flexibility 10%
The ability to purchase and command increasingly more powerful recon craft. Skill increases any time you discover a new system or chart a planet.
Imagination 10%
Increases the rate of arc dissipation in combat by 0.5% per level. The skill increases any time you land a critical hit using an arc weapon.
Imagination 30%
Increases the chance of finding relics when gathering with the chance increasing as the skill raises. The skill increases each time a relic is gathered.
Imagination 40%
As an artist you will regularly create holographic art which can be sold. The higher your artist skill, the greater the value of your artwork.
Imagination 10%
Increases the rate of biogenic dissipation in combat by 0.5% per level. The skill increases any time you land a critical hit using a biogenic weapon.
Imagination -20%
Increases the chance of finding rare and exotic botanical abundant consumables when charting completes, with the chance increasing as the skill level increases. Decreases cultivation times for farms. The skill level increases any time an exotic botanical is gathered.
Imagination 50%
Grants the ability to attempt to make new food and drink for your faction, with the skill level determining success and quality.
Imagination 20%
Allows you to gain proficiency using gauss rifle weapons, granting new types.
Imagination 10%
Increases the rate of nuclear dissipation in combat by 0.5% per level. The skill increases any time you land a critical hit using a nuclear weapon.
Imagination -40%
Provides an increased chance of obtaining parts when dismantling ports by 0.9% per level.
Imagination -30%
Increases the amount of consumables recovered when scavenging in personal combat.
Liveliness 10%
Sell prices for botanic consumables is increased by 0.5% per level. The skill increases in level each time a planet is charted.
Liveliness 30%
Crew gain skill 1% faster increasing by 1% per level.
Liveliness 20%
Allows you to gain proficiency using shotgun weapons, granting new types.
Liveliness -30%
Allows the command of ships that can travel underwater.
Obedience 90%
Demonstrates your faith in the ancients.
Obedience -10%
When in combat with a transport role ship you will steal colonists from unshielded enemy colonial structures as Occupied Biostasis Pods, proportional to the skill level.
Obedience 10%
The ability to be rewarded with credits each time you spot a ship with fitted illegal weapons or illegal structures, with an occasional bonus reward increasing in likelihood with the skill level. The skill levels each time you spot successfully.
Obedience -20%
Increases the amount of credits stolen by hacking proportional to the level.
Obedience 20%
Clone crew gain skill 1% faster increasing by 1% per level.
Obedience 60%
The Transitional Government will respect your authority and more regularly aid in combat.
Perfectionism 60%
Grants the ability to use Data Hubs to data mine for credits. More credits are mined as your level increases, and the level increases each time a Data Hub is exhausted.
Perfectionism 10%
Reduced prices for software patches by 0.5% per level.
Perfectionism 50%
Increases the chance of crafting an exotic port by 0.25% per level.
Perfectionism 10%
Reduce the chance of your ship being disabled in combat by 0.5% per level. The skill increases each time a disablement of your ship is tried but fails.
Perfectionism -40%
Realises the activity of impact mining through the engineering window.
Perfectionism 90%
Allows the construction of macrostructures. Skill increase each time a macrostructure is built or upgraded.
Perfectionism 100%
Allows for Quantum Recall to a known spatial filament at the expense of destroying a Quantum Overcharger or LP Quantum Afterburner. Recall is performed from the points of interest section of the helm window.
Perfectionism 30%
Increases the maximum a port can be repaired by 0.5% per level.
Perfectionism 20%
Provides the ability to merge three identical port parts with a chance to create a new part of higher rarity. As the skill level increases by creating parts, so will the chance of you creating new parts of increasing rarity as a passive ability.
Perfectionism 40%
Grants the ability to create new weapons from exotic weapons (level 40) with the skill level increasing the success rate.
Reasoning 40%
Provides a constant stream of messages to decrypt by entering the right passcode. As the level increases, so does complexity. Missions can be found in the missions window.
Reasoning -50%
Demonstrates your devotion to the Dark Oriam.
Reasoning -10%
Allows for fitting of rooms to ships structures.
Reasoning 20%
Grants the passive ability to use Psionic energy to charm wildlife to temporarily join your team. The higher the level, the more frequent charming will occur.
Reasoning -20%
Decreases the chance of failure with SR Training related to skill level.
Reasoning 30%
Increases shield strength when entering combat by 0.5% per level.
Reasoning 50%
Allows captains to combine cards to craft new tactics. Crafting cards will be found in the crafting window.
Reasoning 10%
Provides the ability to unlock additional manoeuvre cards for use in combat proportional to skill level. The cards are learnt over time and the skill level is increased by using manoeuvre cards in combat.
Sensitivity 10%
Sell values for exotic items at the bazaar structure are increased by 2% per level. The level increases each time an exotic item is purchased from a bazaar.
Sensitivity -20%
Allows you to gain proficiency using carbine weapons, granting new types.
Sensitivity -10%
The ability to purchase and command increasingly more powerful construction craft. Skill increases any time you use construction abilities.
Sensitivity -40%
Weapons fatigue 0.5% slower per level and equipment ports have a lower chance of receiving fatigue based on level.
Sensitivity -30%
Become more resistant to biogenic effects in combat where at maximum level you are immune.
Solitude 20%
Allows you to gain proficiency using energy melee weapons, granting new types.
Solitude -60%
Once the same sublight route is regularly travelled between systems a highway may begin to form. When travelled ten times while in a logistics role ship, it becomes a full highway and is shown in the helm window. Speed on the highway for you when using a logistics role ship increases by 0.003 LY/m per skill level. The skill increases every time you create a highway.
Solitude -10%
The ability to purchase and command increasingly more powerful logistic craft. Skill increases any time you complete a mission which decreases solitude factor.
Solitude 10%
Allows you to gain proficiency using melee weapons, granting new types.
Solitude -10%
All engineering crew that are of android race will repair 1% faster per skill level.
Stability 20%
Increases the effectiveness of medicine used in personal combat by 1% per level.
Stability 10%
Provides the Hero Shot card in combat, a card that deals more damage to a target the less hull strength you have.
Stability 100%
Grants the ability for instant travel from one Conduit Womb onboard a ship to another, over infinite distance. The journey will remove 21 skill levels from every skill except Rebirth, with decreasing loss of 0.2 each Rebirth skill level.
Stability 50%
Increases the amount of fuel scooped by 1 LY per level.
Stability 100%
Grants the ability to halve the skill points within any factor to create a software patch consumable, that when used, will grant skill points to the user. The skill points contained within the patch increases with the level, and the skill is levelled via usage.
Stability -20%
While your shields are zero, a card in your hand has a chance to convert to a retreat card.
Tension -20%
Increases the yield of aerogens mined from periodic group 18. Skill increases any time you finish mining aerogens.
Tension 40%
Provides the ability to attempt to transform 100 Mgs of a commodity into a rarer type at the risk of destroying it. The risk decreases as the level increases.
Tension 10%
When in combat with a mining role ship you will steal commodities from unshielded enemy ships or structures, proportional to the skill level.
Tension -60%
Increases the range adrift cargo and wrecks can be detected by 0.1 LYs per level. Adrift cargo for missions cannot be detected from afar.
Tension -20%
Increases the yield of metals mined from periodic groups 1 through 12. Skill increases any time you finish mining metals.
Tension -10%
The ability to purchase and command increasingly more powerful mining craft. Skill increases any time you finish mining.
Tension -20%
Increases the yield of nonmetals mined from periodic groups 13, 14, 15, 16 and 17. Skill increases any time you finish mining nonmetals.
Tension -30%
Increases the yield of exotic commodities mined. Skill increases any time you finish mining exotic commodities.
Tension -20%
Increases the yield of radioactive commodities mined. Skill increases any time you finish mining radioactive commodities.
Tension -50%
Provides the ability to refine commodities onboard any ship.
Tension -40%
Increase the chance of finding other cargo while mining. Skill increases any time you find other cargo.
Tension -50%
Increase the yield per cycle of how many commodities can be added to a planet during terraforming.
Vigilance 30%
Grants the ability to attempt to steal items from a merchant instead of paying for them. The success rate increases with skill level.
Vigilance 10%
Grants the ability to plant trackers on ships with the range and duration increased with the skill level.
Vigilance -10%
The ability to purchase and command increasingly more powerful transport craft. Skill increases any time you complete a mission that decreases vigilance factor.
Warmth 40%
Your buy and sell modifier is improved proportional to your skill level which increments any time you complete a mission that increases warmth factor.
Warmth -40%
Allows for body augmentation for fitting weaponry to your person. New augmentations become available as the skill levels.
Warmth -60%
Provides the ability to extract organs from biostasis pods containing clones, killing them in the process but instantly gaining clone organs. The skill increases every time you perform the operation.
Warmth 60%
Provides the ability to found new settlements by constructing the settlement structure. The colony is maintained by the entire faction and the skill is increased each time a colony is founded or colony request completed.
Warmth 30%
Credit rewards for completing missions are increased by 1% per level. The skill increases any time a mission is completed.
Warmth -50%
Gain the ability to clone crew members in a Conduit Womb with the clone suffering skill loss proportional to the skill level.
Warmth 40%
When completing missions you have a chance to convert people to leave their current post and join a faction colony. The chance of success is proportional to skill level which increases any time you complete a colony request.
Warmth -60%
Provides the ability to harvest android crew for their parts killing them in the process but instantly gaining skill points proportional to the level, with the chance of them engaging you in personal combat. The skill increases every time you perform a harvest.
Warmth 50%
All positive karma gains are increased by 0.5% per level and negative gains decreased by the same.
Warmth 30%
When completing missions issued by a colony type structure, population increases proportional to the skill level. Skill level increases any time a colony request or mission issued by colony structure is completed.
Warmth 20%
Provides a chance that when hiring crew, they will join for free. The chance increases proportional to skill level which is improved each time a mission that increases warmth factor is completed.
Warmth -20%
Allows you to gain proficiency using sniper rifle weapons, granting new types.
Warmth 10%
The ability to purchase and command increasingly more powerful support craft. Skill increases any time you repair a ship or structure.
Warmth 40%
Provides a chance or receiving software patches as well as the normal mission reward when completing a mission, with the chance rising as the skill increases. The skill increases any time a mission is completed.
Warmth 20%
Improves morale of crew proportional to level.
Warmth 50%
The ability to purchase and command increasingly more powerful trading craft, which allow you to operate as a mobile merchant. Skill increases any time an item is purchased directly from you.
Warmth -10%
Biogenic weapons gain 1 biogenic saturation increasing by 1 each level.
Character stats known as EIDOS represent how well your character is able to harness an activity, mainly in personal combat. EIDOS stands for Evasion, Intelligence, Defence, Offence and Speed. The EIDOS stats range from 1 to 100 with 100 being 100 percent effectiveness. This means for example, if you have 100% offence that your attacks can be completely utilised resulting in the maximum amount of damage being supplied during personal combat.
Personal Combat is combat between players or wildlife and not ships. With this type of combat the EIDOS stats come into play as well as a separate gear to use, with skills to realise new personal weapons that can be used as gear.
Metrics give you an insight into your own capability to perform certain tasks. These metrics are influenced by your skills, your ship, any equipment fitted to your ship and crew. The metrics cover all sorts of activities such as charting, mining and trading. As you progress in the game you can focus on the metrics that matter to you, decreasing or increasing these via the means mentioned previously.