Survival: Difference between revisions
Created page with "'''Survival Mode''' is an alternate gameplay mode that challenges players to survive, explore, and thrive in a hostile and evolving galaxy. It features a dynamic story, long-term progression, and unique contracts known as '''Special Missions'''. Survival Mode can be accessed from the main menu and operates separately from the campaign. == Getting Started == Before starting a Survival Mode run, the player selects a starting ship from the library. Once chosen, the player..." |
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'''Survival | '''Survival''' is an alternate [[Gamemodes|gamemode]] that challenges players to survive, explore, and evacuate civilians from a galaxy threatened by an expanding [[Anomaly]]. It features a dynamic story, unique contracts known as '''Special Missions''', escalating difficulty, and a growing sense of urgency. Survival can be accessed from the main menu and operates separately from the campaign. | ||
== Objective == | |||
The ultimate goal in Survival is to rescue and evacuate as many civilians as possible through a functioning [[Stargate]], before it too is destroyed by the anomaly. | |||
== Getting Started == | == Getting Started == | ||
Before starting a Survival | Before starting a Survival run, the player selects a starting ship from the library. Ships may cost up to $1.5M and must contain at least one [[Docking Port]] and one [[Habitation Deck|Cabin]]. | ||
Alternatively, players can choose the '''Build New Ship''' option and begin at a [[Shipyard]] with $1.5M in budget to construct their own vessel. | |||
All starting configurations receive a "starter kit" with essential components and supplies not already included in the chosen hull — such as [[Reactor]]s, [[FTL Drive]]s, [[Airduct]]s, [[Engine]]s, [[Loader]]s, [[Crew Member|Crew]], and consumables. | |||
A short, guided tutorial introduces the player to basic ship operations and initiates the first [[FTL Jump]]. | |||
== New Sector and Special Missions == | == New Sector and Special Missions == | ||
After | After the first jump, three '''[[Contract#Special Missions|Special Missions]]''' become available. These narrative-driven contracts resemble [[Contract#Story Contracts|Story Contract]]s and persist throughout the playthrough. | ||
=== Analysis: Anomaly === | === Analysis: Anomaly === | ||
The [[Institute]] tasks the player with | The [[Institute]] tasks the player with collecting scientific data on the moving anomaly. Upon accepting this mission, the player receives two [[Hyperspace Sensor]]s to install. | ||
* | * Data is gathered automatically during FTL jumps. | ||
* | * Jumps closer to the anomaly yield more data. | ||
* The Institute contacts the player | * The Institute contacts the player with goals and rewards: | ||
** 10 data → $10,000 | |||
** 10 | ** 100 data → $100,000 | ||
** 100 | ** 1,000 data → $1,000,000 | ||
** 1,000 | ** 10,000 data → $10,000,000 | ||
** 10,000 | |||
Further thresholds may exist but are currently unknown. | Further thresholds may exist but are currently unknown. | ||
=== Evacuation === | === Evacuation === | ||
The player must help evacuate civilians from endangered systems before they are lost to the anomaly. | |||
* Each completed [[ | * Each completed [[Contract#Urgent passenger transport request|Urgent passenger transport request]] counts toward mission progress. | ||
** 10 passengers → $10,000 | |||
** 10 passengers → $10,000 | ** 100 passengers → $200,000 | ||
** 100 passengers → $200,000 | |||
** 1,000 passengers → $2,000,000 | ** 1,000 passengers → $2,000,000 | ||
Evacuation | Evacuation totals are cumulative and do not require passengers to remain on board. | ||
Further thresholds may exist but are currently unknown. | Further thresholds may exist but are currently unknown. | ||
=== Nomad === | === Nomad === | ||
This mission challenges the player to | This mission challenges the player to develop a self-sufficient mobile fleet capable of long-term survival. | ||
* | * Rewards are based on the fleet’s concurrent total population (including crew, civilians, and temporary passengers): | ||
** 10 population → $10,000 | ** 10 population → $10,000 | ||
** 100 population → $100,000 | ** 100 population → $100,000 | ||
** 1,000 population → $1,000,000 | ** 1,000 population → $1,000,000 | ||
To | To succeed, players must expand life support systems, housing, and infrastructure. | ||
Further thresholds may exist but are currently unknown. | Further thresholds may exist but are currently unknown. | ||
== | == Civilians and Fleet Expansion == | ||
Civilians may be collected from any [[Colony]] or [[Shipyard]] in exchange for payment and will remain aboard as long-term residents. The number of available civilians — and their offered payment — increases as the anomaly expands. The total number of civilians rescued will eventually count as the player's final score. | |||
== Jump Gates and Sector Progression == | |||
The final [[Star System]] in each sector contains a [[Jump Gate]], usually located in the system farthest from the start. This gate provides access to the next sector. | |||
* The gate may be damaged, demand a fee, or be under pirate control. | |||
* To use it, move your fleet into range and activate it via the FTL tab. | |||
* The jump screen displays the number of civilians in your fleet — this will become your final score. | |||
== Contracts == | |||
Alongside Special Missions, players can accept the usual [[Contract#Procedural Contracts|Procedural Contracts]] as well as a sector-wide [[Hostile]] clearance mission and a protect mission. | |||
=== Sector-wide Hostile Clearance === | |||
A sector may also include a mission to destroy all hostile ships: | |||
* Defeating all enemies in the sector grants a large cash bonus. | |||
* Destroyed hostiles do not respawn. | |||
* These missions are dangerous but highly profitable. | |||
=== Protect Mission === | |||
Up to once per sector, a [[Distress Call]] may appear. A civilian ship is under pirate attack and must be rescued quickly. | |||
* If the player succeeds, they must choose between: | |||
** A monetary reward | |||
** Adding the rescued ship to their [[Fleet]] | |||
These encounters offer both risk and permanent fleet expansion. | |||
== Anomaly Proximity Effects == | == Anomaly Proximity Effects == | ||
The anomaly affects trade and availability of goods: | |||
* High-tech items become significantly discounted. | |||
* Basic consumables ([[Food]], [[Water]], [[Fuel]], [[Oxygen]], [[FTL Charge]]s, [[Ammo]]) become more expensive. | |||
* Near the anomaly’s edge, critical resources may disappear entirely from markets. | |||
Smart timing and stockpiling are essential for survival. | |||
== Resource Scarcity and Recycling == | |||
Beyond sector 5, trade stations stop offering vital supplies. From this point on, survival depends on internal fleet production: | |||
* | * Produce all consumables on board | ||
* | * Harvest and refine [[Ore]], [[Gas]], and [[Ice]] | ||
* Rely on [[Recycling]] systems for sustainability | |||
* | |||
All recycling starts at 66% efficiency and can be upgraded to 100% via [[Research]]. [[Hydroponics]], [[Water Purifier]]s, and fuel production through [[Metreon Gas]] are also more efficient in Survival Mode. | |||
Ships that are capable of sustaining themselves with little or no external trade will thrive. Those that aren’t will quickly fail. | |||
== Drones == | == Logistics Drones == | ||
[[Drone]]s | [[Logistics Drone]]s are vital for autonomous operations: | ||
* | * Mining, salvaging, and gas collection | ||
* | * Cargo transport, repair, and logistics | ||
* Scaling up large, modular ships | |||
Players should | Players should acquire and maintain a fleet of drones early and invest in enough [[Drone Bay]]s and spares. | ||
== Notes == | == Notes == | ||
* | * The [[Stargate Project]] storyline and associated [[Research]] are disabled in Survival. | ||
* [[Ice Comet]]s are more common and yield 5× more water ice per shot. | |||
* Hostile systems are permanently cleared — enemies do not respawn. | |||
* [[Hydroponic Garden]]s can now be manufactured via [[Assembly Table]] with proper research. | |||
== See Also == | == See Also == | ||
* [[Contract]] | * [[Contract]] | ||
* [[Anomaly]] | * [[Anomaly]] | ||
* [[Stargate]] | |||
* [[Fleet]] | |||
* [[Recycling]] | |||
* [[Hydroponics]] | |||
* [[Shipyard]] | |||
[[Category:Game Modes]] | [[Category:Game Modes]] | ||
Latest revision as of 04:25, 27 June 2025
Survival is an alternate gamemode that challenges players to survive, explore, and evacuate civilians from a galaxy threatened by an expanding Anomaly. It features a dynamic story, unique contracts known as Special Missions, escalating difficulty, and a growing sense of urgency. Survival can be accessed from the main menu and operates separately from the campaign.
Objective[edit | edit source]
The ultimate goal in Survival is to rescue and evacuate as many civilians as possible through a functioning Stargate, before it too is destroyed by the anomaly.
Getting Started[edit | edit source]
Before starting a Survival run, the player selects a starting ship from the library. Ships may cost up to $1.5M and must contain at least one Docking Port and one Cabin.
Alternatively, players can choose the Build New Ship option and begin at a Shipyard with $1.5M in budget to construct their own vessel.
All starting configurations receive a "starter kit" with essential components and supplies not already included in the chosen hull — such as Reactors, FTL Drives, Airducts, Engines, Loaders, Crew, and consumables.
A short, guided tutorial introduces the player to basic ship operations and initiates the first FTL Jump.
New Sector and Special Missions[edit | edit source]
After the first jump, three Special Missions become available. These narrative-driven contracts resemble Story Contracts and persist throughout the playthrough.
Analysis: Anomaly[edit | edit source]
The Institute tasks the player with collecting scientific data on the moving anomaly. Upon accepting this mission, the player receives two Hyperspace Sensors to install.
- Data is gathered automatically during FTL jumps.
- Jumps closer to the anomaly yield more data.
- The Institute contacts the player with goals and rewards:
- 10 data → $10,000
- 100 data → $100,000
- 1,000 data → $1,000,000
- 10,000 data → $10,000,000
Further thresholds may exist but are currently unknown.
Evacuation[edit | edit source]
The player must help evacuate civilians from endangered systems before they are lost to the anomaly.
- Each completed Urgent passenger transport request counts toward mission progress.
- 10 passengers → $10,000
- 100 passengers → $200,000
- 1,000 passengers → $2,000,000
Evacuation totals are cumulative and do not require passengers to remain on board.
Further thresholds may exist but are currently unknown.
Nomad[edit | edit source]
This mission challenges the player to develop a self-sufficient mobile fleet capable of long-term survival.
- Rewards are based on the fleet’s concurrent total population (including crew, civilians, and temporary passengers):
- 10 population → $10,000
- 100 population → $100,000
- 1,000 population → $1,000,000
To succeed, players must expand life support systems, housing, and infrastructure.
Further thresholds may exist but are currently unknown.
Civilians and Fleet Expansion[edit | edit source]
Civilians may be collected from any Colony or Shipyard in exchange for payment and will remain aboard as long-term residents. The number of available civilians — and their offered payment — increases as the anomaly expands. The total number of civilians rescued will eventually count as the player's final score.
Jump Gates and Sector Progression[edit | edit source]
The final Star System in each sector contains a Jump Gate, usually located in the system farthest from the start. This gate provides access to the next sector.
- The gate may be damaged, demand a fee, or be under pirate control.
- To use it, move your fleet into range and activate it via the FTL tab.
- The jump screen displays the number of civilians in your fleet — this will become your final score.
Contracts[edit | edit source]
Alongside Special Missions, players can accept the usual Procedural Contracts as well as a sector-wide Hostile clearance mission and a protect mission.
Sector-wide Hostile Clearance[edit | edit source]
A sector may also include a mission to destroy all hostile ships:
- Defeating all enemies in the sector grants a large cash bonus.
- Destroyed hostiles do not respawn.
- These missions are dangerous but highly profitable.
Protect Mission[edit | edit source]
Up to once per sector, a Distress Call may appear. A civilian ship is under pirate attack and must be rescued quickly.
- If the player succeeds, they must choose between:
- A monetary reward
- Adding the rescued ship to their Fleet
These encounters offer both risk and permanent fleet expansion.
Anomaly Proximity Effects[edit | edit source]
The anomaly affects trade and availability of goods:
- High-tech items become significantly discounted.
- Basic consumables (Food, Water, Fuel, Oxygen, FTL Charges, Ammo) become more expensive.
- Near the anomaly’s edge, critical resources may disappear entirely from markets.
Smart timing and stockpiling are essential for survival.
Resource Scarcity and Recycling[edit | edit source]
Beyond sector 5, trade stations stop offering vital supplies. From this point on, survival depends on internal fleet production:
- Produce all consumables on board
- Harvest and refine Ore, Gas, and Ice
- Rely on Recycling systems for sustainability
All recycling starts at 66% efficiency and can be upgraded to 100% via Research. Hydroponics, Water Purifiers, and fuel production through Metreon Gas are also more efficient in Survival Mode.
Ships that are capable of sustaining themselves with little or no external trade will thrive. Those that aren’t will quickly fail.
Logistics Drones[edit | edit source]
Logistics Drones are vital for autonomous operations:
- Mining, salvaging, and gas collection
- Cargo transport, repair, and logistics
- Scaling up large, modular ships
Players should acquire and maintain a fleet of drones early and invest in enough Drone Bays and spares.
Notes[edit | edit source]
- The Stargate Project storyline and associated Research are disabled in Survival.
- Ice Comets are more common and yield 5× more water ice per shot.
- Hostile systems are permanently cleared — enemies do not respawn.
- Hydroponic Gardens can now be manufactured via Assembly Table with proper research.