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'''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.
'''Survival''' is an alternate gameplay mode 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 Mode run, the player selects a starting ship from the library. Once chosen, the player begins with a "barebones" ship outfitted with essential systems, a small crew, and initial supplies needed to survive. A short, guided tutorial introduces the player to basic ship operations and initiates the first [[FTL]] jump.
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 [[Reactor]]s, [[FTL Drive]]s, [[Air Duct]]s, [[Engine]]s, [[Loader]]s, [[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 completing the first jump, three Special Missions become available. These missions function similarly to [[Story Contract]]s and are tracked separately from standard [[Contract]]s.
After the first jump, three '''Special Missions''' become available. These narrative-driven contracts resemble [[Story Contract]]s and persist throughout the playthrough.


=== Analysis: Anomaly ===
=== Analysis: Anomaly ===
The [[Institute]] tasks the player with gathering scientific data on the moving [[Anomaly]]. Upon accepting the mission, the player receives two [[Hyperspace Sensor]]s, which must be installed on their ship.
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.


* The sensors collect data automatically during FTL jumps.
* Data is gathered automatically during [[FTL]] jumps.
* The closer the jump path is to the anomaly, the more data is gathered.
* Jumps closer to the anomaly yield more data.
* The Institute contacts the player after mission acceptance with detailed instructions.
* The Institute contacts the player with goals and rewards:
* Data thresholds provide monetary rewards and a congratulatory message:
** 10 data → $10,000
** 10 Data → $10,000
** 100 data → $100,000
** 100 Data → $100,000
** 1,000 data → $1,000,000
** 1,000 Data → $1,000,000
** 10,000 data → $10,000,000
** 10,000 Data → $10,000,000


Further thresholds may exist but are currently unknown.
Further thresholds may exist but are currently unknown.


=== Evacuation ===
=== Evacuation ===
This mission involves rescuing civilians from populated [[Planet]]s before the anomaly reaches them.
The player must help evacuate civilians from endangered systems before they are lost to the anomaly.


* Each completed [[Passenger Transport Contract]] counts toward mission progress.
* Each completed [[Passenger Transport Contract]] counts toward mission progress.
* Rewards are based on the total number of successfully transported passengers:
** 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 progress is permanent — passengers do not need to be onboard simultaneously.
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 build a self-sustaining mobile home for as many people as possible.
This mission challenges the player to develop a self-sufficient mobile fleet capable of long-term survival.


* Progress is measured by the fleet’s simultaneous total population, including [[Crew]] and temporary passengers.
* Rewards are based on the fleet’s concurrent total population (including temporary passengers):
* Rewards are based on the concurrent number of people onboard any ship of the player's fleet:
** 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 complete this mission, players must significantly expand living space and life support systems.
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.


== Regular Contracts ==
== Civilians and Fleet Expansion ==
In addition to the Special Missions, players can accept standard [[Contract]]s to earn money, gather resources, or improve their ship. These contracts function similarly to those in the main game and remain a key part of progression and survival.
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 standard [[Contract]]s.
 
=== 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 ==
As the anomaly moves through the sector, its proximity directly affects the economy at [[Trade]] stations:
The anomaly affects trade and availability of goods:


* High-tech items, such as components and equipment, become significantly discounted.
* High-tech items become significantly discounted.
* Essential supplies and [[Resource]]s (e.g., fuel, food, raw materials) increase in price.
* Basic consumables ([[Food]], [[Water]], [[Fuel]], [[Oxygen]], [[FTL Charge]]s, [[Ammo]]) become more expensive.
* The closer the anomaly, the steeper the economic impact — both positive and negative.
* Near the anomaly’s edge, critical resources may disappear entirely from markets.
* Players should consider stockpiling consumables early and timing equipment purchases carefully.


This dynamic market system creates both opportunities and risks, emphasizing smart trade decisions and timing.
Smart timing and stockpiling are essential for survival.


== Sustainable Operations ==
== Resource Scarcity and Recycling ==
Long-term survival depends heavily on a ship’s ability to produce and maintain all vital resources internally. A ship equipped with facilities for food, water, air, and waste [[Recycling]] can operate independently for extended periods. Investing in self-sufficiency early — rather than relying on trade — pays off significantly as the anomaly advances and supply shortages increase.
Beyond sector 5, trade stations stop offering vital supplies. From this point on, survival depends on internal fleet production:


== Drones ==
* Produce all consumables on board
[[Drone]]s play a vital role in Survival Mode. They are essential for:
* 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.


* Automated mining and collection of [[Ore]], [[Gas]], and [[Wreckage]].
Ships that are capable of sustaining themselves with little or no external trade will thrive. Those that aren’t will quickly fail.
* Repairs, resupply, and logistics on large or modular ships.


Players should aim to acquire and maintain a robust fleet of drones early in the game. Ensuring drone bays and spare parts are available can be critical to long-term success.
== Drones ==
[[Drone]]s are vital for autonomous operations:


== Pirate Rescue Events ==
* Mining, salvaging, and gas collection
From time to time, the player may encounter ships under pirate attack. Successfully defending them leads to a choice: accept a monetary reward or invite the rescued ship to join the player's fleet.
* Cargo transport, repair, and logistics
* Scaling up large, modular ships


== Jump Gate Transition ==
Players should acquire and maintain a fleet of drones early and invest in enough [[Drone Bay]]s and spares.
Progression to the next sector always occurs at the farthest-from-start system. There, players will find a partially damaged or pirate-occupied Jump Gate (e.g. requiring repairs, tolls, or combat clearance).
To use it, the player must fly their fleet into the Jump Gate area and utilize the [[FTL]] tab to initiate the transition.


== Notes ==
== Notes ==
* Always maintain situational anticipation: the Jump Gate’s status may vary – pirates may charge fees or block access.
* The [[Stargate Project]] storyline and associated [[Research]] are disabled in Survival.
* Choosing to integrate rescued ships enhances fleet capabilities long-term.
* [[Ice Comet]]s are more common and yield 5× more water ice per shot.
* Hostile systems are permanently cleared — enemies do not respawn.
* [[Hydroponics Garden]]s can now be manufactured via [[Assembly Table]] with proper research.


== See Also ==
== See Also ==
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* [[Story Contract]]
* [[Story Contract]]
* [[Anomaly]]
* [[Anomaly]]
* [[Trade]]
* [[Stargate]]
* [[Fleet]]
* [[Drone]]
* [[Recycling]]
* [[Recycling]]
* [[Shipyard]]


[[Category:Game Modes]]
[[Category:Game Modes]]
[[Category:Survival Mode]]

Revision as of 03:38, 27 June 2025

Survival is an alternate gameplay mode 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

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, Air Ducts, 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

After the first jump, three Special Missions become available. These narrative-driven contracts resemble Story Contracts and persist throughout the playthrough.

Analysis: Anomaly

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

The player must help evacuate civilians from endangered systems before they are lost to the anomaly.

  • Each completed Passenger Transport Contract 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

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 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

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 standard Contracts.

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

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

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.

Drones

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

See Also