Survival: Difference between revisions
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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. | |||
== Logistics Drones == | |||
[[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 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]] | * [[Recycling]] | ||
* [[Hydroponics]] | |||
* [[Shipyard]] | |||
[[Category:Game Modes]] | [[Category:Game Modes]] | ||