Outlands: Difference between revisions
m Changed the emergency beacon's outdated information (the 2 minute travel time, using it on Gemini's Breach, and the cooldown).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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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. | ||
==== Scan Costs ==== | ==== Scan Costs ==== | ||
Scanning costs | Scanning costs 1 [[Processor power|Processor]] per attempt. | ||
==== Sensor Range in the Outlands ==== | ==== 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. | 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. | ||
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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. | 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 | 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. 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. | 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. | ||
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Various [[mods]] can appear throughout the Outlands. All mods are level 60. | Various [[mods]] can appear throughout the Outlands. All mods are level 60. | ||
===== Random Mod ===== | ===== 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 ===== | ===== 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. | 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. | ||
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Center- If you wander too far in the map, the center button will center the map back to your ship. | 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 | 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 | 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 | 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. | 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. | ||