Outlands: Difference between revisions
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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 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. | 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 Allegiance | 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. | ||
== Nodes == | == Nodes == | ||
=== Node Discovery === | === Node Discovery === | ||
Nodes can be discovered by performing a scan from the Galactic Map page at an activated Node. | [[Nodes]] can be discovered by performing a scan from the Galactic Map page at an activated [[Nodes|Node]]. | ||
==== Scan Mechanics ==== | ==== Scan Mechanics ==== | ||
Every node has a discovery difficulty rating, typically between 5-100. When you perform a scan, a D100 + installed 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 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 1 Processor per attempt. | 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. | ||
=== Activating Nodes === | === Activating Nodes === | ||
A node must be activated by transferring energy cells from your ship's cargo hold to the node. Once started a 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 enters a lower-power mode again. | ||
==== 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 cells are needed to activate it. The number ranges from 1 (very common) to 500 (rare) and in extremely rare cases, the 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. [[Nodes]] that have had [[Energy Cell|energy cells]] transmitted, but have no yet reached the threshold for activation, will not consume energy. | |||
==== Energy Usage ==== | ==== Energy Cell to Energy Ratio ==== | ||
Once activated, a node will use X number of energy per hour. Typically, a node will use 1 energy per hour. Nodes that have had energy cells transmitted, but have no yet reached the threshold for activation, will not consume energy. | 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 ==== | |||
==== Energy Cell to Energy Ratio ==== | One (1) [[Gemini Station]] [[reputation]] is awarded for each [[Energy Cell|energy cell]] transferred to a [[Nodes|node]]. | ||
Once a node has been activated, additionally submitted energy cells will increase the node's energy reserves by 10. (1:10 ratio) | |||
==== Reputation ==== | |||
One (1) Gemini Station reputation is awarded for each energy cell transferred to a node. | |||
=== Station Facilities === | === 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. | 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. | ||
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| Advanced (5) || Supergate is present. | | Advanced (5) || Supergate is present. | ||
|} | |} | ||
== Loot == | == Loot == | ||
=== Mods === | === Mods === | ||
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. | 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. | ||
===== Legendary Mods ===== | ===== 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. | 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 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. | ||
{{Locals}} | {{Locals}} | ||
{{Mechanics}} | {{Mechanics}} | ||
[[Category:Locals| ]] | [[Category:Locals| ]] | ||
[[Category:Mechanics]] | [[Category:Mechanics]] | ||