Abilities

Design Upgrades: Jasper Laureijs

Upgrade system: Merlijn Eskens

Description

 * Upgrades: Abilities belong to the upgrades just like Modifiers
 * Growth: Abilities are used for player growth within a run.
 * Location: They can be found in Enemy Ships or purchased in the Merchant Ship.
 * Crew: They can only be assigned to Crew Members.
 * If the player has no Crew Members the ability will not be picked up, but can be picked up when he gains a Crew Member.
 * If the assigned Crew Member dies, the ability will be lost as well.
 * Abilities consist out of 2 parts, Conditions and Actions.
 * Conditions: A single or series of State(s) of something(s) that have to be met to activate the action.
 * Actions: A single or series of doing something performed by the assigned Crew Member.


 * Classes: There are several classes these abilities have been divided in.

Ability keywords
Some conditions and actions are re-skinned in other abilities or have the potential to be re-skinned. Here is the explanation for those keywords. Any ability that
 * Ricochet: The bullet will bounce of the surface or enemy it hits. Can be more then once.
 * Cooldown: A timer that prevents the ability from triggering until it is over.
 * Effect: Abilities that have an effect like on-fire can be re-skinned to an other effect. Same counts for healing and shielding effects that can be interchanged.
 * Place-able: actions that put something in the game world that stays there for a while.
 * Beacon: Has an effect around it that activates every second around it.
 * Turret: Shoots at the target with an effect.
 * Grenade: Thrown at a location where it will have an effect.
 * Environmental Hazard: The Hazardous Liquid for example is used for trails and the incendiary grenade to create an effect in the world.

List of abilities:
The values shown are not final values