Outlands: Difference between revisions

m added links to Nodes page and more.
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m Changed the emergency beacon's outdated information (the 2 minute travel time, using it on Gemini's Breach, and the cooldown).
 
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== Nodes ==
== Nodes ==
=== Node Discovery ===
=== Node Discovery ===
[[Nodes]] can be discovered by performing a scan from the Galactic Map page at an activated [[Nodes|Node]].
[[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.
==== Scan Mechanics ====
==== 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.
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.
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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.
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 ===
=== 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 enters a lower-power mode again.
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 ====
==== 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.
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 ====
==== 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. [[Nodes]] that have had [[Energy Cell|energy cells]] transmitted, but have no yet reached the threshold for activation, will not consume energy.
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 ====
==== 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)
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)
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| Advanced (5) || Supergate is present.
| 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 ==
== Loot ==
=== Mods ===
=== Mods ===
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There are at least three tier 600 mods that can be acquired. These mods are located on nodes that are extremely difficult to discover.
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 =====
===== Mod Notes =====
All Outlands mods and Legendary mods are single-equip, non-tradable, very slow cooldown, and have a low resale value. This combination makes mod-camping a waste of your time.
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}}
{{Locals}}
{{Mechanics}}
{{Mechanics}}
[[Category:Locals| ]]
[[Category:Locals| ]]
[[Category:Mechanics]]
[[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.