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<noinclude>{{see also|Skills}} | <noinclude>{{see also|Skills}} | ||
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==Skills== | |||
</noinclude>{{#ask:[[Category:Skills]] [[Category:Social Skills]] | </noinclude>{{#ask:[[Category:Skills]] [[Category:Social Skills]] | ||
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}}<noinclude> | }}<noinclude> | ||
==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 [[pickpocket]]ing. 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. | |||
[[Category:Skill Types]]</noinclude> | [[Category:Skill Types]]</noinclude> |
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