Social Skills: Difference between revisions
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<noinclude>{{see also|Skills}} | <noinclude>{{see also|Skills}} | ||
There are 16 [[Skills]] in the Social Skill tree. 5 Tier 1 ([[Novice]]) Skills, 5 Tier 2 ([[Advanced]]) Skills, 3 Tier 3 ([[Expert]]) Skills, and 3 Tier 4 ([[Master]]) Skills. | |||
'''Skills''' | |||
</noinclude>{{#ask:[[Category:Skills]] [[Category:Social Skills]] | </noinclude>{{#ask:[[Category:Skills]] [[Category:Social Skills]] | ||
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|?Rank 3#- | |?Rank 3#- | ||
|?Rank 4#- | |?Rank 4#- | ||
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'''Overview''' | |||
In [[Starfield]], [[Social Skills]] revolve around the elements of [[money]], [[power]], and [[influence]]. Remarkably, this game introduces a [[playstyle]] not seen in prior [[Bethesda]] creations - or if it was, it required an almost Herculean effort to achieve. For the first time, a [[BGS]] game has been crafted that allows players to traverse the entire narrative without causing harm to any being. Rather than resorting to outright aggression, players are presented with a plethora of strategic choices that eliminate the necessity to use a [[weapon]]. Some teased approaches from the [[Direct]] include finding alternate pathways like vent systems, or delegating problematic situations to your allies. | In [[Starfield]], [[Social Skills]] revolve around the elements of [[money]], [[power]], and [[influence]]. Remarkably, this game introduces a [[playstyle]] not seen in prior [[Bethesda]] creations - or if it was, it required an almost Herculean effort to achieve. For the first time, a [[BGS]] game has been crafted that allows players to traverse the entire narrative without causing harm to any being. Rather than resorting to outright aggression, players are presented with a plethora of strategic choices that eliminate the necessity to use a [[weapon]]. Some teased approaches from the [[Direct]] include finding alternate pathways like vent systems, or delegating problematic situations to your allies. | ||
Latest revision as of 12:34, 30 August 2023
- See also: Skills
There are 16 Skills in the Social Skill tree. 5 Tier 1 (Novice) Skills, 5 Tier 2 (Advanced) Skills, 3 Tier 3 (Expert) Skills, and 3 Tier 4 (Master) Skills.
Skills
Skill | Tier | Description | Rank 1 | Rank 2 | Rank 3 | Rank 4 |
---|---|---|---|---|---|---|
Commerce | 1 | In the Settled Systems' free market economy, almost anyone with the right skillset can open and run a successful business. | Buy for 5% less and sell for 10% more. | Buy for 10% less and sell for 15% more. | Buy for 15% less and sell for 20% more. | Buy for 20% less and sell for 25% more. |
Gastronomy | 1 | Access to brand new worlds means access to brand new ingredients, and there is almost no limit to the delicious foods and drinks a talented chef can prepare. | You can craft specialty food and drinks, and research additional recipes at a Research Lab. | You can research and craft gourmet food and drinks. | You can research and craft food and drink delicacies. | Crafting food and drinks occasionally doesn't use up resources. You can research and craft exotic recipes. |
Persuasion | 1 | In the Settled Systems, the nuanced ability to listen and discuss can often accomplish far more than simply shooting first and asking questions later. | 10% increased chance of success when persuading someone. | 20% increased chance of success when persuading someone. | 30% increased chance of success when persuading someone. | 50% increased chance of success when persuading someone. |
Scavenging | 1 | There are those who can find just about anything, and their success is usually dependent on knowing how, and where, to look. | There's a chance you'll find extra credits when searching containers. | There's a chance you'll find extra ammo when searching containers. | There's a chance you'll find extra aid items, like Med Packs or chems, when searching containers. | Tracked resources will get highlighted when using the hand scanner. |
Theft | 1 | While not entirely honorable, and certainly not legal, it is nonetheless occasionally necessary to discreetly remove property from someone's person. | Unlock the ability to pickpocket targets. | 10% greater chance to successfully pickpocket. | 30% greater chance to successfully pickpocket. | 50% greater chance to successfully pickpocket, Can now pickpocket holstered weapons. |
Deception | 2 | Smuggling and piracy are both immoral and highly illegal, and considered plagues upon the Settled Systems. But certain undercover work may require a certain criminal skillset. | Ships 10% stronger will automatically surrender to piracy demands. Enemy contraband scans are 10% less effective. | Ships 20% stronger will automatically surrender to piracy demands. Enemy contraband scans are 20% less effective. | Ships 30% stronger will automatically surrender to piracy demands. Enemy contraband scans are 30% less effective. | Ships 50% stronger will automatically surrender to piracy demands. Enemy contraband scans are 50% less effective. |
Diplomacy | 2 | When a situation calls for words and not weapons, it’s best to rely on those trained in statecraft and de-escalation. | You can force a target NPC at or below your level to stop fighting for a while. | You can force a target NPC up to 10 levels higher than you to stop fighting for a while. | You can force a target NPC up to 20 levels higher than you to stop fighting for a while. | You can force target NPCs to permanently stop fighting (unless they're attacked again) |
Intimidation | 2 | The ability to strike fear into an opponent, causing them to flee so that you can escape or attack first, can prove critical in a battle. | You can force a target NPC at or below your level to flee for a limited time. | You can force a target NPC up to 10 levels higher than you to flee for a limited time. | You can force a target NPC up to 20 levels higher than you to flee for a limited time. | Intimidated targets now flee for substantial amount of time. |
Isolation | 2 | By eschewing team tactics and embracing the advantages of "lone wolf" operations, one can vastly improve their combat effectiveness. | Do +10% weapon damage and gain 15 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew. | Do +20% weapon damage and gain 30 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew. | Do +30% weapon damage and gain 45 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew. | Do +40% weapon damage and gain 60 Damage Resistance for each Spacesuit and Helmet equipped when you don't have a companion or any crew. |
Negotiation | 2 | In certain, more challenging communications, skilfully supplementing words with credits may help achieve the desired results. | You now have access to Bribery in speech challenges. | Reduces bribery cost by 25%. | Reduces bribery cost by 50%. | Occasionally, bribery won't cost any money. |
Instigation | 3 | When combat is required, it can be advantageous to convince others to do the fighting for you. | You can force a target NPC at or below your level to attack their allies for a limited time. | You can force a target NPC up to 10 levels higher than you to attack their allies for a limited time. | You can force a target NPC up to 20 levels higher than you to attack their allies for a limited time. | Enemies affected by Instigation will attack their allies until they are dead. |
Leadership | 3 | Teamwork is the cornerstone of galactic survival, and nothing motivates a team more than a trained, decisive leader. | Companions gain affinity 25% faster. | Companions have 50 more health and 50kg more carrying capacity. | Companions will occasionally heal you when you get low health. | Doubles the bonuses of Combat and Companions. Companions have a chance to pick themselves up from a downed state. |
Outpost Management | 3 | While constructing an outpost offers its own challenges, properly managing that outpost takes a special personality type, and specialized training. | Additional cargo links can be placed at outposts. | Additional robots can be constructed at outposts. | Additional crew can be assigned at outposts. | Outpost extractors produce twice as fast. |
Manipulation | 4 | Recent studies have shown that suggestion is not an art, but a science, and as such can be weaponized to exert control over the susceptible. | You can force a target NPC at or below your level to obey commands for a limited time. | You can force a target NPC up to 10 levels higher than you to obey commands for a limited time. | You can force a target NPC up to 20 levels higher than you to obey commands for a limited time. | Manipulated targets now obey commands for a substantial amount of time. |
Ship Command | 4 | They say a ship is only as good as its crew, but that is contingent upon that crew having the right captain to lead them. | You can have up to four active crew members. | You can have up to five active crew members. | You can have up to six active crew members. | You can have up to eight active crew members. |
Xenosociology | 4 | While sentient life has yet to be discovered, the galaxy's alien species are generally intelligent enough to be susceptible to the power of suggestion. | You can force a target alien creature up to 10 levels higher than you to stop fighting for a limited time. | You can force a target alien creature up to 10 levels higher than you to flee for a limited time. | You can force a target alien creature up to 10 levels higher than you to attack their allies for a limited time. | You can force a target creature up to 10 levels higher than you to obey commands for a limited time. |
Overview
In Starfield, Social Skills revolve around the elements of money, power, and influence. Remarkably, this game introduces a playstyle not seen in prior Bethesda creations - or if it was, it required an almost Herculean effort to achieve. For the first time, a BGS game has been crafted that allows players to traverse the entire narrative without causing harm to any being. Rather than resorting to outright aggression, players are presented with a plethora of strategic choices that eliminate the necessity to use a weapon. Some teased approaches from the Direct include finding alternate pathways like vent systems, or delegating problematic situations to your allies.
When navigating the Social tree's skills, players have the option to use Persuasion to diplomatically diffuse situations, employ Negotiation to bribe NPCs for access to off-limits zones, or utilize various skills to make enemies scatter, calm them, send them into a frenzy, or even dominate their actions. Impressively, the system is also compatible with Robots and beasts, thanks to the Robosociology and Xenosociology skills. An additional standout skill, called Invested, provides players the power to drastically lessen the damage inflicted upon them for a brief period when stationary and idle, even enabling them to disarm close-combat opponents effortlessly. This means players don't have to resort to deadly force in self-defense.
Economic-oriented skills like Commerce, Scavenging, Theft, and Bargaining present players with opportunities to amass more credits without ever needing a weapon. However, one might need a swift escape route if caught in the act of pickpocketing. These credits can be invested to clear bounties, bribe authorities, or purchase necessities such as ships, weapons, consumables, and equipment. Consequently, players can bypass selecting crafting or outpost building skills if they aren't aligned with their chosen play path.
Rounding off the Social tree are the skills of Gastronomy, Leadership, and Outpost Management. With Gastronomy, players can whip up their own food and drinks for personal use or for their companions, especially beneficial during healing sessions or meal breaks. The Leadership skill grants players the capability to have up to four allies by their side, including two fully-realized companions, from a mix of humans, Robots, or creatures. This is contingent on the player's skill set and the game's available mercenaries. Lastly, Outpost Management enhances the population density of every outpost, also offering automation in the construction process through settler assistance.