Core Skills : Volume I
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Description: Collect the works of Sven Hilfsgeber. Neato!
Page 1 (Piloting)
Piloting and You: A Guide to Mastering Ship Tech
Piloting is perhaps the most important skill you can neurotrain. Increasing it will allow you to pilot more powerful ships! Since many items are limited by the tech level of your ship, getting a higher tech one is a good way to increase your overall strength. Better ships will also have more hull space, a highter maximum speed and more slots for equipment! You might find yourself asking now, I want a better ship, maybe one with cup-holders, where can I train piloting? Well, it is a good thing you purchased this book; it contains a list of all piloting locations!
Page 2 (Weaponry)
Plasmas, Lasers and Projectiles : Mastering Weaponry
There are many different types of weapons available for ships. You have pulse guns, laser, sebastapools, heat cannons, shield transference beams... I could keep listing them for ages; scientists have come up with no shortage of ways to let people blow eachother up. In any case, increasing your weaponry neurotraining is always a good idea. Doing this will allow you to use higher tech weapons which, in turn, will make it much easier to deal with enemy ships. As in the previous chapter Piloting and You, I have included a list of locations you can train weaponry at!
Page 3 (Shielding)
Shielding Systems : The Only Defense
If you have read the first two chapters of this holobook, you know all about ships and weaponry now. Congratulations. So does everyone else who has read those chapters. And if they have a ship equipped with these weapons as well, they might attack you. How do you survive being attacked? Shielding Systems! Shielding Systems absorb damage from weapons and slowly regenerate over time. If your ship's shields run out, your ship will go into stasis and you will be ejected in a helpless pod. You do not want that, do you? Neither would I. So it is wise to upgrade your shielding neurotraining, High levels of shielding neurotraining will give you access to more powerful shield and help you survive. Here is a list of where you can train shielding skills.
Page 4 (Electrical Engineering)
An Idiot's Guide to Energybanks
If you are not aware, nearly everything in the universe requires power to function. Coffee machines, holo-printing presses, and perhaps more importantly, your shielding and weapon systems. This is why you should probably make sure your ship has an energybank. An energybank produces energy at a steady rate every second. Energy that is not immediately used is stored in the energybanks internal capacitor for later use. Items can then use that energy to function. Some items will drain energy constantly, others only when they are used. In any case, having a lot of energy will ensure everything keeps working. If you upgrade your electrical engineering neurotraining you will gain access to better energybanks. You will be able to power items more efficiently, Like every chapter in this book, here is a list of places you can increase your electrical engineering neurotraining.
Page 5 (Engines)
Don't Drift! Use an Engine!
Alright. You have a ship, you have weapons, shields and energy... but even with all of that, without a propulsion system you are dead in the aether. Every ship needs an engine! Engine systems have two primary components; thrusters and turners (or turning thrusters). An engine's primary thrust will control how fast your ship accelerates. An engine's turning rate will control how agile your ship is. The heavier your ship, the better both of these need to be. Higher tech engine have higher levels of thrust and turning so if you want to stay agile when you upgrade the rest of your gear, it is probably a good idea to upgrade your engine training. Here is a list of where you can do this.
Page 6 (Conclusion)
This concludes Volume I of my collected works. You should now understand the function of piloting, weaponry, shielding, electrical engineering and engine neurotraining. Since this book contains a comprehensive list of where to further your training in these skills I would advice you keep it, and maybe buy a second, or ever better, pick up Volume II, so my publisher doesn't drop me.