Difference between revisions of "Outlands"

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m (Changed the emergency beacon's outdated information (the 2 minute travel time, using it on Gemini's Breach, and the cooldown).)
 
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{{ToC|right}}
 
{{ToC|right}}
 
== 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.
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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 Nodes––or Space Points, if you're Suros––connected by hundreds of subspace lanes. These connected lanes can only be discovered if the Node has been activated your ship will be able to perform a scan of the area from the Galactic Map view.  
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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 ==
Nodes can be discovered by performing a successful scan from the Galactic Map page. A scan can only be performed if the node has been activated.
 
 
 
=== Node Discovery ===
 
=== Node Discovery ===
Nodes can be discovered by performing a scan from the Galactic Map page.
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[[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 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.
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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.
 
 
 
==== Scan Costs ====
 
==== Scan Costs ====
Scanning costs 1 Processor per attempt.  
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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.
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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.
 
 
 
=== 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.
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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.
==== Energy Start ====  
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==== Energy Start ====
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.
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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.
 
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==== Energy Usage ====
==== Energy Usage ====  
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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 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.
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==== Energy Cell to Energy Ratio ====
==== Energy Cell to Energy Ratio ====  
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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 node has been activated, additionally submitted energy cells will increase the node's energy reserves by 10. (1:10 ratio)
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==== Reputation ====
==== Reputation ====  
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One (1) [[Gemini Station]] [[reputation]] is awarded for each [[Energy Cell|energy cell]] transferred to a [[Nodes|node]].
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.
 
|}
 
|}
 
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===Note===
=== Loot ===
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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.
==== Mods ====  
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== Loot ==
Various mods can appear throughout the Outlands. All mods are level 60.
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=== Mods ===
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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 mods that are difficult to discover.
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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 can are single-equip, non-tradable, very slow cooldown, and have a low resale value. This combination makes mod-camping a waste of your time.
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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.
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{{Locals}}
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{{Mechanics}}
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[[Category:Locals| ]]
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[[Category:Mechanics]]
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==Actions==
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There are a few options to use in the Outlands. In the Galactic Map, here are the options:
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Preform Scan- Your ship will scan for a node.
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Center- If you wander too far in the map, the center button will center the map back to your ship.
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Return to Ship- Sets the page to geministation.com/ship
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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.
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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.
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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.

Latest revision as of 03:10, 5 February 2023

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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.

Overview

The Outlands are filled with hundreds of Allegiance Nodes––or Space Points, if you're Suros––connected by hundreds of subspace lanes. These connected lanes can only be discovered if the Node has been activated. Your ship will then be able to perform a scan of the area from the Galactic Map view.

Nodes

Node Discovery

Nodes can be discovered by performing a scan from the Galactic Map page at an activated 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

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.

Scan Costs

Scanning costs 1 Processor per attempt.

Sensor Range in the Outlands

The 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 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 runs out of energy, which then it enters low-power mode.

Energy Start

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 node will use X number of energy per hour. Typically, a 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 cells transmitted, but have no yet reached the threshold for activation, will not consume energy.

Energy Cell to Energy Ratio

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

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.

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.

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.