Fractal Softworks' Starsector (formerly Starfarer) is a top-down space combat game. The game will be an open-world, single-player, space-combat, roleplaying, exploration and economic sim, with the player set to seek out glory and riches however he chooses. Raiding a target with many defense fleets with minimal reputation loss can be tricky; you will need a distraction such as an expedition against them. If a Heavy Industry or Orbital Works is present there is a chance to loot weapons, fighters, hullmod modspecs or blueprints. Colonisation is a fairly simple process, the player is required to simply find a planet, survey it, and put down the required crew, supplies, and heavy machinery to colonise the planet.To colonise any planet, the fleet is required to consume 1000 Crew, 200 Supplies, and 100 Heavy Machinery. The game is currently under heavy development, and many planned features are not yet implemented - however, the planned gameplay for starsector goes above and beyond a basic action tactical shooter. If the latter, please contact a wiki administrator. This is often minimal after one raid but will stack very high after multiple raids. Raiding is a new feature added in version 0.9. As the player, you directly control your own ship, while issuing orders to other ships in your fleet. Raiding a market repeatedly will increase its defender strength tem… 1 Statistics 1.1 Effects 1.2 Upkeep 1.3 Production 1.4 Demand 1.5 AI Core 2 Notes 3 Trivia 4 Gallery Mining does not provide any benefits to the colony. I was able to find info across many different posts that helped me succeed, and am consolidating here for the benefit of new players who want a sustainable colony without hordes of expedition fleets chaining them to their colony. If a colony or installation are plundered and raided enough, they will be abandoned by their owners, and become decivilized. A given target may only be raided once per day. https://starsector.fandom.com/wiki/Raid?oldid=13280, Your raid strength can be boosted with the, Stability factors into the colony's ground defence strength. Disruption duration does not stack; e.g. The Cryorevival Facility is a structure. Consider a. Raiding the same target repeatedly quickly will generate a stacking Defender Preparedness defensive bonus. You cannot raid the same target again for exactly one in-game day. Take your favorite fandoms with you and never miss a beat. https://fractalsoftworks.com/feed/%7Coutput=rss%7Ccharset=UTF-8%7Cshort%7Cdate%7Cfilter=Release%7Cmax=5, https://fractalsoftworks.com/feed/%7Coutput=rss%7Ccharset=UTF-8%7Cshort%7Cdate%7Cfilterout=Release%7Cmax=5, https://starsector.fandom.com/wiki/Starsector_Wiki?oldid=14946. Not to be confused with Cryosanctum. Raiding a market repeatedly will increase its defender strength temporarily. 1 Gameplay 1.1 Relationship tiers 1.2 Modifying reputation 1.3 Commissions 1.4 Faction hostilities 2 List of factions 2.1 The Human Domain 2.2 Hegemony 2.3 Luddic Church 2.4 Luddic Path 2.5 Persean League 2.6 Sindrian Diktat 2.7 Tri-Tachyon 2.8 Independent 2.9 Pirates 2.10 Minor factions There are several factions in Starsector which the player can interact with. If a Military Base is present there is a chance to loot weapons, fighters or hullmod modspecs. I recently replayed Starsector and was overwhelmed by the new colony mechanics. The Cryorevival Facility demands the following commodities: The Cryorevival Facility receives the following perks from the assignment of an AI Core: StarSector Wiki is a FANDOM Games Community. Fractal Softworks' Starsector (formerly Starfarer) is a top-down space combat game. Raiding for valuables will attempt to loot regular commodities based on what is stored at this colony, likely to include anything they produce. There is no limit to how many Cryorevival Facilities can be built within a single system. Try to acquire valuables, such as commodities, blueprints, and other items. Beta; reduces demand by one unit, reduces upkeep by 25%, Alpha; reduces demand by one unit, reduces upkeep by 25%, doubles the facilities' growth point increase. As the player, you directly control your own ship, while issuing orders to other ships in your fleet. StarSector Wiki is a FANDOM Games Community. Mining is an industry. Note: This does not include Patrol HQ or Orbital Works and does include Sindria's Lion's Guard HQ, and only works if the base is not disrupted. Higher raid effectiveness increases the loot acquired, industry disruption length and stability penalty from the raid. The Cryorevival Facility has a base upkeep of 2.500 credits, increasing by the same amount for each colony size past 3. Nearby fleets allied to the target may prevent raids, but only if they want to fight. Sit near the target with, Probability of at least one blueprint is raid effectiveness + 50% (was: raid effectiveness / 4). There is a chance to not lose any marines on the raid, if the attacker's strength is sufficiently high. The Cryorevival Facility does not produce any commodities. Disrupt the operations of a specific industry or facility. Please double check the Version History. It is likely still broadly correct but not verified for the most up to date data yet. Starsector (formerly Starfarer) is a top-down single-player indie role-playing game developed and published by Fractal Softworks for computers in 2011. The game is currently under heavy development, and many planned features are not yet implemented - however, the planned gameplay for starsector goes above and beyond a basic action tactical shooter. Can only be executed if raid effectiveness is at least 40%. you cannot disrupt a target industry for four years by conducting four raids that disrupt it for a year each. The chance of more loot is influenced by increased raid effectiveness, having more ground force strength than the defenders. The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. Industries are various wealth-producing and security assets on a market or … Nearby fleets allied to the target may prevent raids, but only if they want to fight. Take your favorite fandoms with you and never miss a beat. The Cryorevival Facility is a structure. The raid effectiveness is calculated as attacker strength / (attacker strength + defender strength), with a minimum divisor of 1. It is available to all colonies established within a system where a Domain-era Cryosleeper is present,once the Guardian has been defeated and the Cryosleeper has been explored. StarSector Wiki is a FANDOM Games Community. Raiding uses marines to attack a colony directly for the purposes of plunder or to disrupt facilities. It does decay with time. Higher raid effectiveness increases the loot acquired, industry disruption length and stability penalty from the raid. The raid effectiveness is calculated as attacker strength / (attacker strength + defender strength), with a minimum divisor of 1. It is available to all colonies established within a system where a Domain-era Cryosleeper is present, once the Guardian has been defeated and the Cryosleeper has been explored. https://starsector.fandom.com/wiki/Cryorevival_Facility?oldid=13675. It can be built on any Colony with access to at least one deposit of Ore, Transplutonic Ore, Volatiles, or Organics. Players should take into account that it is possible to consume more crew than your fleet has available to fulfil the skeleton cr… The Cryorevival Facility increases the colonies' growth point total by a value equal to ten times the colony size. Only blueprints the player does not already know will be looted. Any special items (Pristine Nanoforge, Corrupted Nanoforge, Synchrotron Core) or AI Cores that are in use then they could possibly be looted as well, leaving the plundered victim with long-term consequences. There is no limit to how many Cryorevival Facilities can be built within a single system. Take your favorite fandoms with you and never miss a beat. Only up to date for version 0.9. Greatly increases population growth. If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. A given target may only be raided once per day.

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