This area is where your Pilots are able to rest and entertain themselves during Downtime. It also allows your Pilots to train new Abilities. Training in the Pilot Bay during Downtime provides you one Training Point, which you can spend on new Abilities.
You may spend your Training Points to train your Pilot Abilities. Once spent, you gain access to the Abilities.
Core Abilities cost 1 Training Point to train. You must have the preceding Ability in a Core Ability Tree to train the new Ability. For example, to train the Hauler Ability 'No Job Too Big' you must take the Ability 'Let's Make a Deal' first.
Advanced and Hybrid Class Abilities cost 2 Training Points to train. You must have training in 6 Core Abilities before you train in Advanced or Hybrid Class Abilities. You must have the preceding Ability in the Advanced or Hybrid Ability Tree to train the new Ability.
Legendary Abilities cost 3 Training Points to train. You must have 6 Core Abilities and 3 Advanced or Hybrid Class Abilities trained before you train a Legendary Ability. You may only have one Legendary Ability.
You may also spend 1 Training Point to forget any Ability you have learned to make room for another Ability.
To specialise in an Advanced Ability Tree a Pilot must have training in any 6 Core Abilities they have access to.
When a Pilot starts to train Advanced Abilities, they have a choice. They can specialise in their chosen Pilot Class or they can adopt a new Pilot Class, keeping their existing Abilities and also gaining access to new Abilities unique to that Class.
For example, an Engineer can specialise and take Abilities from the Advanced Engineer Tree. They retain access to all Engineer Core Abilities as well. They also gain access to the Legendary Engineer Tree.
The Engineer can instead choose to become a Fabricator, in which case they gain access to the Fabricator Tree, the Forging Tree, and the Electronics Tree.
They still retain access to all their trained Engineer Core Abilities, but cannot learn new ones. They can now only learn Abilities from the Fabricator Core Abilities They are also able to train Abilities from the Legendary Fabricator Tree.
They can also choose to become a Union Rep, in which case they gain access to the Union Rep Tree, the Mechanical Knowledge Tree, and the Trading Tree. They retain access to all their trained Engineer Core Abilities, and as with the Fabricator can now only pick from the Union Rep Trees.
Once this decision is made it is final, and Pilots cannot choose to specialise in another Advanced or Hybrid Class.
Once a Pilot has 6 Core Abilities and 3 Advanced Abilities they may train in one of their Legendary Abilities by spending 3 Training Points.
As Pilots advance and get access to higher Tech Level Pilot Bays their statistics improve as well.
You will gain each of these benefits only once when you reach the specified Tech Level. You may only gain this benefit if you have already gained the previous benefit.
For example, you can only train in a Tech 3 Pilot Bay and gain the benefit from it if you have already trained in a Tech 2 Pilot Bay.
This training and benefit is in addition to any Training Points you spend to train new Abilities during that Downtime.
Source: Salvage Union Workshop Manual, p. 223