Nodes: Difference between revisions

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[[File:Node.png|300px|thumb|right|An Outlands node after it's been activated.]]
[[File:Node.png|300px|thumb|right|An Outlands node after it's been activated.]]
== General ==
== General ==
The Outlands are made up of hundreds of connected nodes. Nodes must be powered or activated using Energy Cells before that location can be scanned for connected space lanes from you ship's [[Galactic map|galactic map]]. Additionally, a node must be activated before the node's station facilities can be accessed.
The [[Outlands]] are made up of hundreds of connected nodes. Nodes must be powered or activated using [[Energy Cell|Energy Cells]] before that location can be scanned for connected space lanes from you ship's [[Galactic map|galactic map]]. Additionally, a node must be activated before the node's station facilities can be accessed.
 
== Node Tech Level ==
== Node Tech Level ==
Each node has a tech level. Levels range from None to Advanced.
Each node has a tech level. Levels range from None to Advanced.
== Station Facilities ==
== Station Facilities ==
=== Supergate ===
=== Supergate ===
Supergates are extremely powerful space gates that only connect to Nodes with an advanced tech level. Pilots may travel between connected super gates only if they have discovered both nodes.
Supergates are extremely powerful space gates that only connect to Nodes with an advanced tech level. Pilots may travel between connected super gates only if they have discovered both nodes.


==== Travel Time ====
'''Travel Time'''
 
Standard travel time between supergates is 60 minutes. Ship's [[Engine Efficiency Attribute|engine efficiency]] [[mods]] do not affect supergate travel time.  
Standard travel time between supergates is 60 minutes. Ship's [[Engine Efficiency Attribute|engine efficiency]] [[mods]] do not affect supergate travel time.  
As of 4.0 Nesellium's purpose has been outdated. Nor has said that Nesellium will serve a future purpose later.


[[Nesellium]], the rare Allegiance-based energy source can be transferred to each node to reduce supergate travel time. One Nesellium reduces travel time to the supergate by 1%.  
Pre 4.0 usage
[[Nesellium]], the rare Allegiance-based energy source can be transferred to each node to reduce supergate travel time. One Nesellium reduces travel time to the supergate by 1%. One [[Nesellium]] is used every time a Supergate is activated.


=== Mod Cache ===
=== Mod Cache ===
Many nodes will randomly have [[Tier III mods|tier III mods]] that can be claimed. Every 10 minutes there is a 25% chance that a node that can potentially store a mod will receive one.  
Many nodes will randomly have [[Tier III mods|tier III mods]] that can be claimed. Every 10 minutes there is a 25% chance that a node that can potentially store a mod will receive one.  
=== Advanced Mod Cache ===
=== Advanced Mod Cache ===
There are a limited number of nodes that contain advanced mod caches. These mods are on extremely long cool downs. These are [[Tier IV mods|tier IV mods]].  
There are a limited number of nodes that contain advanced mod caches. These mods are on extremely long cool downs. These are [[Tier IV mods|tier IV mods]].  
== Mods ==
== Mods ==
Every 10 minutes there is a 25% chance that nodes that generate random mods will get a mod in stock.
Every 10 minutes there is a 25% chance that nodes that generate random mods will get a mod in stock.
Once a mod has been claimed, it is removed from the location until a new one is added.
Once a mod has been claimed, it is removed from the location until a new one is added.
= Claiming Nodes =
= Claiming Nodes =
This section includes information pertaining to the faction claiming mechanic in the Outlands. With a few exceptions, Outland nodes can be claimed for any of the of the five major factions ([[Gemini Station]], [[Earth]], [[Mars]], [[Jupiter]], [[Eris]]). Claiming a node for a faction has several benefits.
This section includes information pertaining to the faction claiming mechanic in the Outlands. With a few exceptions, Outland nodes can be claimed for any of the of the five major factions ([[Gemini Station]], [[Earth]], [[Mars]], [[Jupiter]], [[Eris]]). Claiming a node for a faction has several benefits.
== Faction Minimums ==
== Faction Minimums ==
With the exception of the Gemini Station faction, each faction starts with ten (10) controlled nodes.  
With the exception of the Gemini Station faction, each faction starts with ten (10) controlled nodes.  


Each faction has its own faction [[Encounters|encounter]] located at its headquarter node in the Outlands. Additionally, each faction has its own store where pilots can purchase Nesellium and [[mods]] with [[Faction Marks|faction marks]]. Various services and upgrades will automatically unlock when the claimed node threshold is reached. This is the current breakdown of services/unlocks and claimed node requirements.
Each faction has its own faction [[Encounters|encounter]] located at its headquarter node in the Outlands. Additionally, each faction has its own store where pilots can purchase Nesellium and [[mods]] with [[Faction Marks|faction marks]]. Various services and upgrades will automatically unlock when the claimed node threshold is reached. This is the current breakdown of services/unlocks and claimed node requirements.
{| class="wikitable"
{| class="wikitable"
|-
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| Faction Mark Tick [under development] || 100
| Faction Mark Tick [under development] || 100
|}
|}
== Node Influence ==
== Node Influence ==
Some nodes have a default faction leaning, meaning, untouched, they want to belong to a specific faction. But if you influence a node towards a specific faction enough, that node's faction status will change. "Enough" in this case, refers to the node's influence threshold. The influence threshold for nodes varies, ranging from as low as 50 to as high as 5,0000.
Some nodes have a default faction leaning, meaning, untouched, they want to belong to a specific faction. But if you influence a node towards a specific faction enough, that node's faction status will change. "Enough" in this case, refers to the node's influence threshold. The influence threshold for nodes varies, ranging from as low as 50 to as high as 5,0000.
== Influence Decay ==
== Influence Decay ==
Influencing a node's faction is not permanent, however. Each node has a decay rating. The node's influence will decay by that amount every hour. Once a node's influence has decayed below it's influence threshold, the controlling faction will lose control of the node. The node will either revert to it's default faction, or will remain neutral.
Influencing a node's faction is not permanent, however. Each node has a decay rating. The node's influence will decay by that amount every hour. Once a node's influence has decayed below it's influence threshold, the controlling faction will lose control of the node. The node will either revert to it's default faction, or will remain neutral.
=== Influence Resets ===
=== Influence Resets ===
All nodes will lose all influence at the end of each week when the node system network receives software updates from the Allegiance and wipes all influence.
The weekly reset has been suspended!
 
== Claiming ==
== Claiming ==
There are several ways to claim a node, delivering energy cells or boosting one of several node systems:
There are several ways to claim a node, delivering energy cells or boosting one of several node systems:
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|-
|-
| Cost || 5 Processor || 5 Energy || 5 Energy || 1 Small Helium Canister || 5 Processor
| Cost || 5 Processor || 5 Energy || 5 Energy || 1 Small Helium Canister || 5 Processor
|}
|}
 
Note: Each action that increases a node's influence by 5 will decrease all other faction influences by 3.  
Note: Each action that increases a node's influence by 5 will decrease all other faction influences by 1.  
 
=== Claiming Conflicts ===
=== Claiming Conflicts ===
What happens when pilots are attempting to claim the same node for different factions? Whichever faction has more influence than the threshold will control the node. If multiple factions have influence above the threshold, then whichever faction has the most will control the node.
What happens when pilots are attempting to claim the same node for different factions? Whichever faction has more influence than the threshold will control the node. If multiple factions have influence above the threshold, then whichever faction has the most will control the node.
=Node Store=
=Node Store=
Each faction's store, when unlocked, can be accessed at their node HQ.
Each faction's store, when unlocked, can be accessed at their node HQ.  
 
{| class="wikitable"
{| class="wikitable"
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| Eris || 2241
| Eris || 2241
|}
|}
== Trivia ==
* Originally supergates did not consume 1 [[Nesellium]] per hour, but Oscillator reminded Noresist to implement the mechanic.