Survival: Difference between revisions

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== New Sector and Special Missions ==
== New Sector and Special Missions ==
After the first jump, three '''Special Missions''' become available. These narrative-driven contracts resemble [[Contract#Story Contracts|Story Contract]]s and persist throughout the playthrough.
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 collecting scientific data on the moving anomaly. Upon accepting this mission, the player receives two [[Hyperspace Sensor]]s to install.
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.
* Data is gathered automatically during FTL jumps.
* Jumps closer to the anomaly yield more data.
* Jumps closer to the anomaly yield more data.
* The Institute contacts the player with goals and rewards:
* The Institute contacts the player with goals and rewards:
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The player must help evacuate civilians from endangered systems before they are lost to the anomaly.
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 [[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   
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This mission challenges the player to develop a self-sufficient mobile fleet capable of long-term survival.
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):
* 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   
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* The gate may be damaged, demand a fee, or be under pirate control.
* 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.
* 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.
* The jump screen displays the number of civilians in your fleet — this will become your final score.


== Contracts ==
== Contracts ==
Alongside Special Missions, players can accept standard [[Contract]]s.
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 ===
=== Sector-wide Hostile Clearance ===
A sector may also include a mission to destroy all [[Hostile]] ships:
A sector may also include a mission to destroy all hostile ships:


* Defeating all enemies in the sector grants a large cash bonus.
* Defeating all enemies in the sector grants a large cash bonus.