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 | * 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 [[ | * 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 | * 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 | 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 | 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. | ||