Nodes: Difference between revisions

From [N8]
Jump to navigation Jump to search
m added spoiler tag
m Updated 4.0
 
(2 intermediate revisions by 2 users not shown)
Line 8: Line 8:
=== 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As of 4.0 Nesellium's purpose has been outdated.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.
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.


[[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%.
=== 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.  
Line 80: Line 85:
| Eris || 2241
| Eris || 2241
|}
|}
== Trivia ==
* Originally supergates did not consume 1 [[Nesellium]] per hour, but Oscillator reminded Noresist to implement the mechanic.

Latest revision as of 02:54, 27 August 2021

SPOILER ALERT

You are on a page that contains a major amount of spoilers for the game. Proceed at your own risk.
Run Away!

An Outlands node after it's been activated.

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. Additionally, a node must be activated before the node's station facilities can be accessed.

Node Tech Level

Each node has a tech level. Levels range from None to Advanced.

Station Facilities

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.

Travel Time

Standard travel time between supergates is 60 minutes. Ship's 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.

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

Many nodes will randomly have 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

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.

Mods

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.

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.

Faction Minimums

With the exception of the Gemini Station faction, each faction starts with ten (10) controlled nodes.

Each faction has its own faction 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. 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.

Service Faction Nodes Required
HQ Store Unlock 10
Faction Encounter 15
Unlock Nesellium in Store 17
Purchase Tier 300 Mods 30
Purchase Tier 400 Mods 40
Purchase Tier 500 Mods 50
Faction Mark Tick [under development] 100

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.

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.

Influence Resets

The weekly reset has been suspended!

Claiming

There are several ways to claim a node, delivering energy cells or boosting one of several node systems:

Gemini Station Earth Mars Jupiter Eris
Action Boost node communications Boost node defensive systems Boost node weapon systems Refill node reactors Hack node CPU
Outcome + 5 faction influence + 5 faction influence + 5 faction influence + 1 faction influence + 5 faction influence
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.

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.

Node Store

Each faction's store, when unlocked, can be accessed at their node HQ.

Faction Node ID
Gemini Station 2537
Earth 1371
Mars 2355
Jupiter 1367
Eris 2241

Trivia

  • Originally supergates did not consume 1 Nesellium per hour, but Oscillator reminded Noresist to implement the mechanic.