Contract: Difference between revisions
Totengeist (talk | contribs) m (→Open Contracts) |
(→Story Contracts: Update Special Missions) |
||
Line 1: | Line 1: | ||
[[File:Contract screen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]] | [[File:Contract screen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]] | ||
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. | [[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - 'Make your new ship ready for flight' and a sector objective to destroy enemy forces somewhere in the first sector. | ||
== Story Contracts == | == Story Contracts == | ||
=== Make your new ship ready for flight === | === Make your new ship ready for flight === | ||
''This contract is automatically accepted at the start of every game.'' | |||
* A [[Reactor]], generating power. | |||
* [[Engines]] capable of propulsion. | |||
* | * Test the engines from the TACTICAL screen | ||
* | * [[Life support]] to make the interior habitable | ||
* | * An [[FTL Drive]] capable of Hyperspace jumps | ||
* | * Jump to the marked destination | ||
* | |||
* | |||
=== The trouble with Tiddlets === | === The trouble with Tiddlets === | ||
== Special missions == | |||
== | === Analyse Anomaly === | ||
=== Analyse === | |||
[[File:Analyse mission progress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]] | [[File:Analyse mission progress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]] | ||
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship's hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc. | Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship's hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc. | ||
=== Evacuation === | === Evacuation === | ||
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up. | Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up. | ||
=== Nomad === | === Nomad === | ||
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet. | Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet. | ||
== Procedural Contracts == | == Procedural Contracts == | ||
=== Delivery === | === Delivery === | ||
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a shuttle to the player's ship upon accepting the contract. The cargo is then retrieved via shuttle when the contract is turned in. | Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a shuttle to the player's ship upon accepting the contract. The cargo is then retrieved via shuttle when the contract is turned in. | ||
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed ''Delivery'' contracts will remain on your ship until the next shuttle brings contract supplies. | Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed ''Delivery'' contracts will remain on your ship until the next shuttle brings contract supplies. | ||
=== Transport passengers === | === Transport passengers === | ||
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a shuttle to the player's ship upon accepting the contract. The passengers are then retrieved via shuttle when the contract is turned in. | Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a shuttle to the player's ship upon accepting the contract. The passengers are then retrieved via shuttle when the contract is turned in. | ||
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed ''Transport passengers'' contracts will remain on your ship until the next shuttle brings contract supplies. | Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed ''Transport passengers'' contracts will remain on your ship until the next shuttle brings contract supplies. | ||
[[File:Docking with a stranded ship.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]] | [[File:Docking with a stranded ship.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]] | ||
=== Rescue === | === Rescue === | ||
Line 71: | Line 37: | ||
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via shuttle. Any civilians that do not reach the shuttle safely will be deducted from the payment. | Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via shuttle. Any civilians that do not reach the shuttle safely will be deducted from the payment. | ||
=== Combat === | === Combat === | ||
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform. | Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform. | ||
Line 78: | Line 43: | ||
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment. | If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment. | ||
=== Asteroid mining === | === Asteroid mining === | ||
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Metal#Refined Tilium|Refined Tilium]]. The Tilium Ore or Refined Tilium must then be taken to a trading post for delivery via shuttle. | Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Metal#Refined Tilium|Refined Tilium]]. The Tilium Ore or Refined Tilium must then be taken to a trading post for delivery via shuttle. | ||
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available ''Combat'' contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect. | Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available ''Combat'' contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect. | ||
== History == | == History == | ||
{{History|Update 1.rc2|Introduced.}} | {{History|Update 1.rc2|Introduced.}} | ||
{{History|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}} | {{History|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}} |
Revision as of 01:08, 25 January 2023
Contracts are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - 'Make your new ship ready for flight' and a sector objective to destroy enemy forces somewhere in the first sector.
Story Contracts
Make your new ship ready for flight
This contract is automatically accepted at the start of every game.
- A Reactor, generating power.
- Engines capable of propulsion.
- Test the engines from the TACTICAL screen
- Life support to make the interior habitable
- An FTL Drive capable of Hyperspace jumps
- Jump to the marked destination
The trouble with Tiddlets
Special missions
Analyse Anomaly
Collect data on the expanding void. You will be provided with Hyperspace Sensors that must be installed on the ship's hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.
Evacuation
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.
Nomad
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your fleet. You will receive money for each magnitude of permanent residents in your fleet.
Procedural Contracts
Delivery
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a shuttle to the player's ship upon accepting the contract. The cargo is then retrieved via shuttle when the contract is turned in.
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed Delivery contracts will remain on your ship until the next shuttle brings contract supplies.
Transport passengers
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The civilians are delivered via a shuttle to the player's ship upon accepting the contract. The passengers are then retrieved via shuttle when the contract is turned in.
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed Transport passengers contracts will remain on your ship until the next shuttle brings contract supplies.
Rescue
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.
Ship docking is currently limited to Rescue contracts and cannot be done with arbitrary ships or other ships in the player's Fleet.
To dock with a ship, the player must be in Tactical view and must line up their docking port with the docking port of the stranded ship. A ship's docking port appears as a large rectangle connected to a small square with a line. The player's docking port will be yellow with the large rectangle where the port is, while the stranded ship's docking port will be red and flashing with the small square where the docking port is.
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via shuttle. Any civilians that do not reach the shuttle safely will be deducted from the payment.
Combat
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of fighters, a fleet of ships with fighters, or a large weapons platform.
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.
Asteroid mining
Tilium is used to create the FTL Charges for evacuation ships to travel away from the void. The Tilium Ore must be mined from an asteroid belt and, in some cases, smelted into Refined Tilium. The Tilium Ore or Refined Tilium must then be taken to a trading post for delivery via shuttle.
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available Combat contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.
History
- Update 1.rc2: Introduced.
- Update 2.rc1: Certain Contracts require a minimum Rating in a particular category.
- Update 2.rc1: Contracts for systems where you already have existing contracts are highlighted with a light blue diamond.
- DEMO2B: Many changes. See Version History.