Missions near pirates have a greater chance of failing Mission Chaining You can also assign as many crew as you want, but the extra colonists will require extra food. The idea is that you can assign extra ships for "escorting" your miners or extra haulers for returning with the most ore possible. You can assign as many ships as you want on a mission.Īdditional ships will add extra cargo space and crew capacity, but you'll need to provide enough fuel for all of them. So a mining mission could have a 100% chance to drop 500 ore, a 15% chance to drop 200 (extra) ore, and a 43% chance to drop metal.Ĭolonists can also be loot from missions, so your ships will occasionally come back with extra personnel. Loot has a drop chance and a min/max amount dropped. Enough food needs to be provided for all crew as well. Travel time is calculated by the slowest ship in the mission. The amount of fuel is determined by the distance between your station and the destination. In addition to mission specific loot, all missions require fuel and food. So you could sell colonists to slavers or exchange a doctor for a mechanic. These are colonists that you send out and never get back. A cooking mission would probably require some raw food, for example. Missions can require any amount of resources. You can often find metal and water in derelict stations. Scavenging active stations requires far more soldiers, but it can often be quite profitable (the owning faction will really despise you).ĭerelict stations, on the other hand, are relatively safe to plunder. You can scavenge both derelict and active stations. One man's scavenger is another man's pirate. Relationship gains from the user-created diplomatic missions will always be lower than those from faction-created quests. Factions that don't like you will actively attack your mining ships. You can send your crew out on diplomatic missions in an attempt to improve relations with other factions.įactions that like you will allow you to use their planets and moons for mining. It's one of the key reasons for diplomacy. Moons and planets have virtually unlimited resources, which makes them extremely valuable. Small bodies, like asteroids, can be completely mined out. You select a valid solar system body, and then send some miners out. Send out an exploration team to figure out if it's worth raiding. A foreign station, for example, could have anything on it. It will also reveal resource compositions of known bodies. You can passively explore using probes and actively explore using missions.Įxploring will discover bodies that are near the target. You must discover a solar system body before you can send colonists to it. You select the destination, the activity, the ships, and the crew. There are broadly 3 reasons for sending out your colonists: You can send your colonists out into the world whenever you want (assuming you have a ship). It's worth mentioning that it's easy to remain neutral with all factions. The idea is that you can't easily make all factions love you. Whenever you gain relationship points with a faction, you'll lose some with their enemies. Successfully performing a mission will improve relations with the owning faction. Quests are automatically created by factions and have a limited duration. Quests, on the other hand, are not created by the player. The player can create missions at any time. We use the term "mission" to describe any activity that you send your colonists on, but there are actually 2 different types: User-Created and Quests You can actually design your own mission as one of our Kickstarter rewards. This blog is about missions and how your colony interacts with the outside world. If you want to pre-order the game or support development, you can do so here. Starmancer is currently live on Kickstarter.
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