Outlands: Difference between revisions
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m Changed the emergency beacon's outdated information (the 2 minute travel time, using it on Gemini's Breach, and the cooldown). |
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== Background == | == Background == | ||
The Outlands are a vast stretch of space in a distant galaxy on the fringes of Allegiance space. Packed with hidden, powerful alien tech, new resources | The Outlands are a vast stretch of space in a distant galaxy on the fringes of [[Allegiance]] space. Packed with hidden, powerful alien tech, new resources and intel that will help defend [[Gemini Station]] from the growing [[Allegiance]] threat, Outlands space is a dangerous, ever-changing environment. But powerful [[mods]] and valuable resources are can be discovered and claimed by only the most dedicated and skilled pilots. | ||
=== Overview === | |||
== Overview == | The Outlands are filled with hundreds of [[Nodes|Allegiance Nodes]]––or Space Points, if you're [[Suros]]––connected by hundreds of subspace lanes. These connected lanes can only be discovered if the [[Nodes|Node]] has been activated. Your ship will then be able to perform a scan of the area from the Galactic Map view. | ||
The Outlands are filled with hundreds of Allegiance | == Nodes == | ||
=== Node Discovery === | |||
=== Scan Mechanics === | [[Nodes]] can be discovered by performing a scan from the Galactic Map page at an activated [[Nodes|Node]]. Nodes typically will be connected to at least one other node, but sometimes they lead to dead ends. Supergates always have 5 nodes connected to it. | ||
Every node has a discovery difficulty rating, typically between 5-100. When you perform a scan, a | ==== Scan Mechanics ==== | ||
Every [[Nodes|node]] has a discovery difficulty rating, typically between 5-100. When you perform a scan, a D100 + installed [[Sensor Scan Attribute|Sensor Scan]] Result [[mods]] roll occurs. If the results of that roll beat the connected, but undiscovered node's difficulty rating, an alert will appear under the scan progress bar. When the page is reloaded, the [[Nodes|node]] and subsequent space lane will appear as a location you can travel to. | |||
=== Sensor Range in the Outlands === | ==== Scan Costs ==== | ||
The [[Sensor_Range|sensor range]] mechanic that is in place for the Jupiter, Eris, Mercury, and Venus space lanes is not active for Outlands subspace lanes. It probably has something to do with the wibbly wobbly timey wimey...subspace lane stuff. | Scanning costs 1 [[Processor power|Processor]] per attempt. | ||
==== Sensor Range in the Outlands ==== | |||
The [[Sensor_Range|sensor range]] mechanic that is in place for the [[Jupiter]], [[Eris]], [[Mercury]], and [[Venus]] space lanes is not active for Outlands subspace lanes. It probably has something to do with the wibbly wobbly timey wimey...subspace lane stuff. | |||
=== Activating Nodes === | |||
A [[Nodes|node]] must be activated by transferring [[Energy Cell|energy cells]] from your ship's cargo hold to the [[Nodes|node]]. Once started a [[Nodes|node]] will use energy until it runs out of energy, which then it enters low-power mode. | |||
==== Energy Start ==== | |||
Each node has its own requirement of how many [[Energy Cell|energy cells]] are needed to activate it. The number ranges from 1 (very common) to 500 (rare) and in extremely rare cases, the [[Energy Cell|energy cell]] requirement can reach as high as 5,000. | |||
==== Energy Usage ==== | |||
Once activated, a [[Nodes|node]] will use X number of energy per hour. Typically, a [[Nodes|node]] will use 1 energy per hour. They can however use energy as much as 10 to a whopping 100 in some/few nodes. [[Nodes]] that have had [[Energy Cell|energy cells]] transmitted, but have no yet reached the threshold for activation, will not consume energy. | |||
==== Energy Cell to Energy Ratio ==== | |||
Once a [[Nodes|node]] has been activated, additionally submitted [[Energy Cell|energy cells]] will increase the [[Nodes|node's]] energy reserves by 10. (1:10 ratio) | |||
==== Reputation ==== | |||
One (1) [[Gemini Station]] [[reputation]] is awarded for each [[Energy Cell|energy cell]] transferred to a [[Nodes|node]]. | |||
=== Station Facilities === | |||
Every node has a tech level (1-5) that dictates the station facilities available at that node. Each level includes the station facilities of lower levels. | |||
{| class="wikitable" | |||
|- | |||
! Level !! Header text | |||
|- | |||
| None (1) || Nothing. | |||
|- | |||
| Limited (2) || Caches of Energy Cells may be discovered and claimed. | |||
|- | |||
| Basic (3) || Currently same as Limited. | |||
|- | |||
| Full (4) || Ship's armor and shields are fully restored. | |||
|- | |||
| Advanced (5) || Supergate is present. | |||
|} | |||
===Note=== | |||
Some advanced or full station facilities may contain previous levels. Example being a advanced supergate that has a cache of energy cell. Advanced nodes also repair your armor and shields. | |||
== Loot == | |||
=== Mods === | |||
Various [[mods]] can appear throughout the Outlands. All mods are level 60. | |||
===== Random Mod ===== | |||
Twenty five percent (25%) of the nodes in the Outlands can contain a random mod. Every hour, there is a 25% chance that a mod will appear at one of those locations. If a mod is already preset at a node, the mod is unchanged. Once a mod is claimed, it is removed from the location and after an hour, there is a 25% chance that another random mod will appear. | |||
===== Outlands Mods ===== | |||
There are many Outlands-specific mods that have been created and will appear at set nodes. These mods are all tier 400 mods and are located on nodes that are difficult to discover. | |||
===== Legendary Mods ===== | |||
There are at least three tier 600 mods that can be acquired. These mods are located on nodes that are extremely difficult to discover. | |||
===== Mod Notes ===== | |||
All Outlands specific mods and Legendary mods are single-equip, non-tradable, very slow cooldown, and have a low resale value. This combination makes mod-camping for a specific mod a waste of your time. However some mods acquired in the Outlands can be sold, making mod scavenging somewhat profitable. It still relies on luck though. | |||
{{Locals}} | |||
{{Mechanics}} | |||
[[Category:Locals| ]] | |||
[[Category:Mechanics]] | |||
==Actions== | |||
There are a few options to use in the Outlands. In the Galactic Map, here are the options: | |||
Preform Scan- Your ship will scan for a node. | |||
Center- If you wander too far in the map, the center button will center the map back to your ship. | |||
Return to Ship- Sets the page to geministation.com/ship | |||
Activate Beacon/Confirm Beacon- An emergency beacon for... emergencies probably. Either because you want to go back to the Solar System or you hit a dead end really far away from a supergate. Upon usage, you will be sent to Gemini's Breach. The emergency beacon does not have a cooldown between uses. | |||
Plot- With supporter status, you can type down nodes in order to get to a specific node without having to repeatedly click on the nodes between. | |||
Long range scanning is useless in a node, as it does basically nothing. Salvaging is possible but it is unlikely you will get items from salvaging on a node. | |||