Sectors
Overview
Explored, known areas of the solar system have been organized into various-sized territories called 'sectors'. These sectors provide various bonuses both the guilds as a whole and individual members of a guild when a guild has control of a sector. Some sector bonuses are negligible, while others are highly valuable. Sectors nearest a planet offer the highest bonuses and lessen as the distance from the planet increases.
Sectors located outside of a faction's space offer minimal bonuses.
Sector Sizes
Sectors are organized by S, M, and L. The sector upkeep and bonuses vary based on the sector's size.
Sector Bonuses
There are many bonuses that come with controlling a sector. There are both pilot-specific and guild-specific bonuses. sortable
Name | Type | Description | Effect |
---|---|---|---|
Gas Cloud | Guild | These sectors are located within stellar gas clouds. | Generates the indicated amount of a random gas-based item. Items are added to the guild warehouse. |
Orbital Facility | Guild | These sectors are located adjacent to planets. | Generates the indicated amount of that faction's specialized items. Items are added to the guild warehouse. |
Asteroid Field | Guild | These sectors can be found randomly across the system and are indicated with a bunch of asteroids. | Generates the indicated amount of a random metal-based item. Items are added to the guild warehouse. |
Derelict Satellite | Pilot | These sectors can be found randomly across the system and are indicated with a satellite icon. | Generates the indicated amount of Intel. |
Debris Field | Guild | These sectors can be found randomly across the system and are indicated with a debris icon | Generates the indicated amount of a miscellaneous garbage. Items are added to the guild warehouse. |
XP | Guild | Every sector generates XP | Generates the indicated amount of guild XP (not pilot XP). |
Faction Space | Pilot | These sectors lie within a faction's borders. | Generates the indicated amount of reputation. |
Space Lane | Pilot | These sectors lie within established space lanes. | Gives +5% Engine Efficiency (stacking) to all pilots in the guild when traveling this space lane. |
Sector Upkeep
The indicated sector upkeep fees are taken from your guild ledger every day.
Invading Sectors
A sector invasion can only be initiated by a guild leader. The guild leader must select which sector they want to invade, then commit the required amount of guild influence required to initiate an invasion. The guild influence requirements vary based on how many sectors the guild currently owns. The amount doubles with each sector controlled. There is no limit to the number of sectors a guild can hold.
Guild Influence Requirements
Sectors Controlled | GI Needed |
---|---|
0 | 1,250 |
1 | 2,500 |
2 | 5,000 |
3 | 10,000 |
4 | 20,000 |
5 | 40,000 |
6 | 80,000 |
7 | 160,000 |
8 | 320,000 |
9 | 640,000 |
10 | 1,280,000 |
The number of sectors your guild is currently invading in also contributes to the GI sector cost. This prevents guilds from assaulting multiple sectors at a lower GI cost.
Blockade
Attackers
Once a sector assault has been initiated, the attacking guild most earn points enough to capture the sector. To generate points, a ship must join the blockade. The attacking guild earns 1 pt. / ship on the blockade / second. When a guild has generated enough points to overtake the sector, the assault is ended and the sector is awarded to the attacking guild.
Defenders
If the sector is controlled by another guild, the defending guild can join the defensive side of the blockade. The defending guild removes 1 pt. / ship on the blockade / second. With enough ships, the defending guild can even drive the points into the negative.
Lone Rangers
Pilots do not need to be in a guild to contribute to a sector assault. A ship from another guild, or a guild-less ship may join either side of the blockade. Be warned though, both guilds will have access to the blockade report, detailing which ships were involved in the assault and what they contributed to it.
NOTE: You do not have to remain logged in to stay on a blockade.
Repelling Ships
Repelling a ship from the blockade requires the pilot to either hack, attack, or target that ship. The required action depends on the target ship's class. The pilot must attempt a roll against the target ship's primary attribute. It cost 25 energy or processor to attempt to repel a ship from the blockade.
Ship Class | Primary Attribute | Resource |
---|---|---|
Fighter | Targeting vs. Evasion | 25 Energy |
Freighter | Attack vs. Defense | 25 Energy |
Scout | Hacking vs. Hacking | 25 Processor |
Examples
- If SHIP A is trying to kick a fighter from the blockade, SHIP A rolls targeting against the fighter's evasion.
- If SHIP A is trying to kick a freighter from the blockade, SHIP A rolls attack against the freighter's defense.
- If SHIP A is trying to kick a scout from the blockade, SHIP A rolls hacking against the scout's hack rating.
In the examples above, it does not matter what class SHIP A is. Your action against the ship on the blockade has nothing to do with your own ship class.
Ending an Assault
A sector assault will end if one of the following conditions are met:
- The attacking guild generates enough points to win.
- 72 hours has passed.
- The attacking guild abandons the assault.