Pyro's megaguide to exploring the galaxy: Tips and tricks to make your journey easier.

Pyro's megaguide to exploring the galaxy: Tips and tricks to make your journey easier.

Ships: General Tips

Most of your time playing Pulsar: The Lost Colony will be spent on a spaceship of the game host's choice. Aside from the obvious layout and asthetic differences, each ship differs in multiple ways. Each one belongs to a different faction, each one starts out with a passive bonus exclusive to that ship, and each ship has certain pros and cons, like how many guns are mounted onto a ship and how much cargo can be stored. It's important to keep these differences in mind, they could mean the difference in how you play the game. Ships will be in each faction's section of the guide.

General ship tips:

Your starting ship components generally suck. Before you leave your home port, it is recommended you check the port's shop to see if you can get a better component of whatever it is your ship lacks. Priority components will be displayed with each ship.

Don't overestimate your ship. You may think your ship is more than capable to taking on a scout drone, but you will quickly find it's more than capable of destroying your mere 400 shields. You'll be lucky if you get out it with half your ship's hull left.

Other ships will generally not fire on you unless you either fire on them first, your reputation is low with the faction the ship belongs to, or you encounter special ships that are not affiliated with a faction (See enemy ships for details). So don't fire on them unless you absolutely need the money or if it's already attacking you.

Ships: Colonial Union


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The main government organization of the galaxy, the Colonial Union are responsible for keeping the peace and helping others. It's ships are grand in design and are designed with new players in mind, making them pretty good as starting ships.

Intreprid: The Light Frigate

Stats:

Starting hull: 1760

Starting armor: 75

Starting shields: 550

Base Reactor output:17000 MW

Base Reactor Max Temp: 3500KP

Starting Warp range: 7.2

Mass:500

Starting thrust: 23

Gun mounts: 1 main, 2 other

Missles silos: Tracking missle, 1 empty slot.

Nuclear devices: 2 empty slots

Starting Programs and hacks: 1 Shield booster, 1 thrust booster, 1 instant antivirus, 1 Detector, 1 Barrage

Cargo spaces: 12

Reversable thrusters: Yes

Extractor: Yes

Passive bonuses: +30% EM Detection: Better at scanning for other ships

+20% Warp Range: Can warp jump farther than other ships.

+15% Diplomacy

The very first ship added to the game, its small size and simple layout make it very welcoming to new players. Its farther warp range means it can traverse the galaxy at large bounds than other ships would, and it's better EM detection is helpful in nebulas or when finding abandoned ships, also boosted by the Dectector program that comes with it. It's important not to stretch too far with this vessel, though. Its reactor is absolute garbage and you will constantly find it overheating even when playing around with the guns. It's also incredibly slow, much to the dismay of your pilot. And if you plan on going into battle, keep the shields in mind.

Recommended priority upgrades: Warp Drive, Reactor, shields

Roland: The Heavy Attack Vessel

Stats:

Starting hull: 2112

Starting armor: 86

Starting shields: 600

Base Reactor output:23000 MW

Base Reactor Max Temp: 4100 KP

Starting Warp range: 6

Mass:1020

Starting thrust: 68

Gun mounts: 1 main, 2 other, 4 auto turrets

Missles silos: Tracking missle, 1 empty slot.

Nuclear devices: 4 empty slots

Starting Programs and hacks: 1 Shield Booster, 1 Thrust Booster, 1 Overcharge, 1 Instant Self Healing, 1 Instant Antivirus

Cargo spaces: 48

Reversible thrusters: No

Extractor: Yes

Passive bonuses: +100% EM signature

+25% Shield recharge rate

A big ship for a big bloodthrist. The Roland is the largest ship in the game, being the only ship that allows you to use your jump pack. No expenses were spared when building this behemoth of a ship, outfitting it with 4 automatic turrets that fire upon an available target, a custom made reactor made to handle it, and 4 slots to place nuclear devices should you decide to horde them. It also has the largest cargo space out of any ship currently in the game, allowing you to hoard your spoils of war. However, don't let the thrust fool you; it's an absolute nightmare to pilot. Thanks to it's massive size, it requires large amounts of thrust to get it going anywhere, and even then the thrusters provided barely support it. If you want it to fly fast, it's going to cost you your ship's wallet. Pilots are recommended to get rotation skills first when piloting this ship.

Recommended Priority upgrades: Shields, Warp Drive, Reactor.

Useful tips: The Roland's reactor is worth 40,000 credits. If you trade it out for a slightly better one, you can actually profit off of it.

Outrider: The Research Vessel

Starting hull: 1760

Starting armor: 75

Starting shields: 550

Base Reactor output:17000 MW

Base Reactor Max Temp: 3500 KP

Starting Warp range: 9.3

Mass:600

Starting thrust: 23

Gun mounts: 1 main, 1 other (empty slot)

Missles silos: Tracking missle, 1 empty slot.

Nuclear devices: 1 empty slot

Starting Programs and hacks: 1 Shield booster, 1 thrust booster, 1 instant antivirus, 1 Overcharge, 1 Detector, 1 Barrage

Cargo spaces: 12

Reversible thrusters: Yes

Extractor: Yes

Passive bonuses: Extra Research Materials

+30% Diplomacy

A more oddball approach when compared to its brother ships, the Outrider is meant to played more passively. Weapon wise, this ship is very lacking. The only weapons you will have is your main turret and its tracker missles. While there is a slot for a other turret, your ship does not start off with one, forcing you to buy one. The barrage program it comes with can help give you a boost in firepower, but dont expect it to carry you to victory.

While it lacks in firepower, this ship has the biggest early game advantage thanks to it coming with a stock of research supplies. These will give you a headstart in the research department, coming with enough to research the valuable Research scanner upgrade for scientist. Aside from that, it's a decent ship. Good warp range, a sevicable reactor for the lack of combat you'll be doing(though you defintely want to upgrade it), and about as fast as the other CU ships.

Recommended Priority upgrades: Warp drive, reactor, other gun turret

Tips: Since you start off with the required amount of research materials, it's recommended you research for Research material scanner upgrade for scientist.

Ships: W.D. Corporation


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Pyro's megaguide to exploring the galaxy: Tips and tricks to make your journey easier. image 79

The largest corporation in the galaxy, the W.D. have grown to be able to form thier own goverment. It's ships are built for attacking and tanking hits. They usually have the best hulls and and the best thrusters of any starting ship.

W.D. Cruiser: The strike vessel

Stats:

Starting hull: 2500

Starting armor: 100

Starting shields: 400

Base Reactor output:18000 MW

Base Reactor Max Temp: 3140KP

Mass:520

Starting thrust: 46

Starting Warp range: 8

Gun mounts: 1 main, 2 other

Missles silos: WD Special, 1 empty slot.

Nuclear devices: 2 empty slots

Starting Programs and hacks: 1 Shield booster, 1 thrust booster, 1 instant antivirus, 1 Instant system self-healing, 1 sitting duck virus, 1 phalanx virus,

Cargo Spaces: 24

Reversible thrusters: No

Extractor: No

Passive bonuses: +35% turret charge speed

+10% Intimidation

The mainstay of the W.D.'s fleet, the Cruiser is its answer to the Colonial Union's Interprid. It's very well armed, mainly due to it's passive turret charge bonus. Aside from it's awful reactor, there's nothing really remarkable to say about it. Because of it, it's one of the easier ships to use. Any difficulty using it comes from the harder quests the W.D tend to have. See W.D. tips for details.

Recommended priority upgrades: Reactor, shields

W.D. Destroyer: The Armored Warship

Stats:

Starting hull: 3000

Starting armor: 259

Starting shields: 400

Base Reactor output:18000 MW

Base Reactor Max Temp: 2900KP

Mass:750

Starting thrust: 40

Starting Warp range: 8

Gun mounts: 1 main, 1 other, 2 auto

Missles silos: WD Special, 1 empty slot.

Nuclear devices: 2 empty slots

Starting Programs and hacks: 2 Emergency Shield boosting, 1 Thrust booster, 1 Instant Antivirus

Cargo Spaces: 8

Reversible thrusters: No

Extractor: No

Passive Bonuses: +20% Turret Damage

+50% Armor

The space equivilent of a submarine, the Destroyers is designed for tanking hits and doing as much damage as possible. It's amazing starting hull and passive 50% extra armor bonus makes it reslient against other ships while the turret gain an extra firepower boosts. It also comes equiped with 2 auto turrets mounted on each side.

Unfortunately, it comes at the cost of having only 1 normal turret, significantly reducing your overall firepower. And you can't install more of them. It also has a horrible reactor and no viruses, reducing your early game effectiveness in combat. Lastly, it has the smallest cargo space of any ship in the game, coming with only 8 pads. Frequent stops at the repair depot to sell your cargo is recommended.

Recommended priority upgrades: Reactor, shields, viruses, warp drive.

Ships: Alliance Of Gentlemen


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Pyro's megaguide to exploring the galaxy: Tips and tricks to make your journey easier. image 126

A organization of pirates and smugglers, the AOG are the criminal underground of the galaxy. Their ships are made to look like civilian ships, with modifications made to each ship to allow the use of guns and some secret areas to hide contraband cargo. They're notable for being able to keep themselves off the radar.

Stargazer: The Stealth Transport

Stats:

Starting hull: 1760

Starting armor: 75

Starting shields: 370

Base Reactor output:14480 MW

Base Reactor Max Temp: 4350KP

Mass:540

Starting thrust: 27

Starting Warp range: 6.5

Gun mounts: 1 main, 2 other

Missles silos: Shield piercer

Nuclear devices: no slots

Starting Programs and hacks: 1 Shield booster, 1 Instant Warp Charge, 1 Block Long Range Comms, 1 Sitting Duck, 1 Phalanx, 1 Gentlemen's Welcome, Siphon Credits, 1 0x84B7A2

Cargo spaces: 12

Reversible thrusters: Yes

Extractor: Yes

Passive Bonuses: -50 EM Signature

A repurposed space yatch that was stolen by the AOG. Its layout is a lot less formal compared to other ships, with subsystems being spread all over the place. From it's lack of weapons, it's meant to be a stealth ship, used to go in and get out of territory. It's generally weak overall and not recommended for combat. It also has no means of storing and using nukes, which means no point in buying or keeping them.

The point of the ship is to shoot at a manned ship, use siphon credits and gentlemen's welcome, hide from it until gentlemen's welcome takes effect, have your crew board it, then have your main gun shoot at it while your crew is wrecking havoc from the inside. If against drones, just hide from them and jump away until you have better equipment.

It is recommended you buy ship components that give off a low EM signature.

Recommended upgrades: Shields, hull, reactor.

Carrier: The Cargo Hauler

Stats:

Starting hull: 1800

Starting armor: 43

Starting shields: 140

Base Reactor output:14800 MW

Base Reactor Max Temp: 4000KP

Mass:380

Starting thrust: 27

Starting Warp range: 5.5

Gun mounts: 1 main, 2 other

Missle silos: Shield piercer

Nuclear devices: 2 empty

Starting Programs and hacks: 1 Shield booster, 1 Block Long Range Comms,1 Sitting Duck, 1 Phalanx, 1 Gentlemen's Welcome, 1 Siphon Credits

Cargo Spaces: 34

Reversible thrusters: yes

Extractor: Yes

Passive bonuses: Scrap is more likely to contain components.

Known and defined only by its name, the carrier is designed to amass as much credits as it can. It has the 2nd largest cargo space in the game, only being outclassed by the Roland, and its passive ability allows you to find components among destroyed ships, which are generally worth more than typical scrap. Sell all your cargo at the store, use siphon credits on ships you're battling, and do missions. Bam! Quick and easy money.

Other notable benefits are its low mass, which, with upgraded thrusters, makes it the fastest ship to pilot. Offensive-wise, it has a decent set of turrets and a great amount of viruses.

All of which are mitigated by its starting components. It has the worst shields of any starting ship, requiring you to get better ones asap. Along with its mediocre hull, it'll make you an easy target for enemy ships should you decide to engage with them. It's also recommened to upgrade your reactor, mainly due to it's low output: Which will have you quickly reaching max temperature.

Recommended priority upgrades: Warp drive, SHIELDS, reactor, hull.

Ship: The Fluffy Biscuit Company


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Pyro's megaguide to exploring the galaxy: Tips and tricks to make your journey easier. image 175

A minor faction in the grand scheme of the galaxy, the Fluffy Biscuit Company only has one goal: To spread delicious fluffy biscuits to everyone in the galaxy. This faction is the most uniqe among those implemented in the game, having many gameplay mechanics that completely change how you approach the game. Therefore, this faction is not recommended for new players. See Overview: The Fluffy Biscuit Company for more details.

Fluffy One: The Delivery Vessel

Stats:

Starting hull: 1500

Starting armor: 38

Starting shields: 550

Base Reactor output:17000 MW

Base Reactor Max Temp: 3000KP

Starting Warp range: 9.5

Mass:600

Starting thrust: 23

Gun mounts: 1 main, 1 other

Missile silos: Tracking missile

Nuclear devices: 1 unique missile, not swapable

Starting Programs and hacks: 1 Shield booster, 1 thrust booster, 1 instant antivirus, 1 Detector, 1 Barrage, 1 Overcharge

Cargo spaces: 18

Reversible thrusters: No

Extractor: Yes

Unique components: 4 recipe modules: Classic Biscuit Recipe, Carrot Cake Biscuit Recipe, Healthy Biscuit Recipe, Emergency Biscuit Recipe

Passive bonuses: None, see details

Quite possible the most unique ship in the game. The only impressive component this ship starts with is it's Long Range Jump Module. Other than that and it's decent thrusters, every other component of it sucks. However, because of the FBC's mechanics, you are strongly discouraged from playing the game like you would normally.

The Fluffy One has 4 ship systems that are completely unique to it.

1. Biscuit crate storage

2. The customer radar

2. The biscuit creation station

3. The Biscuit Bomb

While the first two will be discussed in Overview: The Fluffy Biscuit Company, the biscuit creation station and the Biscuit Bomb are what will determine if you want to keep this ship or jack another ship once you're done with the main quest.

The biscuit creation station is where one can create special biscuits that give your character passive bonuses. These bonuses vary from extra health to being able to revive your character on the spot.The kind of biscuits you can create are determined by what kind of recipe modules you have. You can find these modules at the various Fluffy Biscuit factories. You can only have 4 modules equipped at a time, so pick wisely which ones you want.

When you make a biscuit, it will take a certain amount of energy from the machine. This energy will replenish in halves when you jump, so don't think you can just sit there and grind biscuits in the current sector you're in. There's also a cooking mechanic that will determine the quality of the biscuit you will receive. The quality ranges from: undercooked-cooked-perfectly cooked-cooked-overcooked. Ideally, you want to get the perfect biscuit.

These biscuits are most effective on planetary explorations and boarding parties. While you will be at a disadvantage when it comes to drones thanks to not having many ship guns, you will excel against manned ships thanks to your biscuit eating super soldiers. This will also give you an edge at the survival arena, if you wish to go after that.

The Biscuit Bomb will be extremely important for your survival. It replaces the nuke slot that would appear on most other ships, meaning you can't swap it out with other nukes. The Biscuit bomb has two qualities that differ it from other nukes. The first is that it's not really a nuke, but an EMP. Rather than do massive damage to other ships, it will disable EVERY non-FBC ship in the sector. This can be used to either give you enough time to escape, or go on the offense and strike them while they're down. The second is that you can restock it for free at any Fluffy Biscuit factory. To keep this from being overpowered, you can only restock it once every Chaos level.

If neither of these sound like they're worth it, I recommending taking over another ship. Preferably one of the boss ships or a Carrier.

Recommended priority upgrades: Reactor, shields, hull.

Ship Subsystems


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Your ship's subsystems serve as it's organs. There are a total of 4 systems, each having a vital role in maintaining the ship. Each one is represented by a machine with a healthbar, which can be damaged by either small gunfire or your ship taking hull damage. If a system is damaged enough, it'll start on fire, damaging the machine and spreading all over the room. Thankfully, you start out with a handheld repair gun and fire extinguisher; Simple point and shoot. Also keep in mind is that all over the ship are electronic panels that display the health of each subsystem, along with your ship's hull and shields. It'll also display a notification if a certain subsystem is on fire. If you take hull damage, look at on of these panels to see if anything is in need of repairs.

Engines:

Engines are attached to the ship's reactor. They allow your ship to actually move. Taking engine damage will render your ship immobile until it's repaired.

Weapons:

The weapons console gives power to the weapons terminals found on the ship. It's usually found right next to the main gun if your ship doesn't have a designated weapons room. Taking Weapons damage will increase the cooldown levels of the ship's turrets to unusable weapons. (Note: If it's on fire, anyone on the nearby turrets will be slowly cooked alive.)

Life support:

The Life Support system dispenses oxygen throughout the ship. They are generally located right next to the ship's exosuits. Taking Life Support damage will cut off oxygen to the ship, slowly depleting until your crewmen can't breathe.

Science:

The Science terminal does all the complicated stuff on the ship, such as running programs and viruses, protecting your ship from enemy viruses, keeps sensors running, and does the calculating part of the warp charge. It being damaged will mess with your sensors, stop the jump calculations, lowers your cyberdefense, and makes your programs less effective.

Note: If you notice that your subsystems are taking damage and you aren't in battle, it means there is a griefer on board. If not harmless joke between friends, an immediate kick is recommended.

Ship Interactables


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Interactables:

Things that are not as important as the subsystems, but still important to the functioning of your ship.

Pilot controls:

Here you can pilot the ship and switch between flying modes and if you want to see the sectors or not(It is recommended you have that on).

Turret terminals:

Terminals that you use to operate the turrets. The larger one controls the main gun while the smaller one controls one of the smaller turrets. It is impossible for you to install more of these terminals on a given ship, but you can swap out weapons for different ones. See weapons for details.

Nuke launcher:

Allows the launching of nukes. See weapons for more info.

Science terminals:

Where the scientist will spend most of their time. Status allows you to switch shields, search is useless, programs allow you to run programs and viruses, and sensors allow you to detect ships and scan the atmosphere for planets.

Research and atomizer:

Critical for the forward advancement of your ship, as they allow you to unlock more skills for your characters, like a stamina boost or more class exclusive utility upgrades. The atomizer will atomize whatever research material you put into it. (Note: Make sure you are putting research material in there. If you are unsure, check the item's description). It's then converted into science points that you can use to research things. Keep in mind one material produces one point, and the better upgrades require multiple points. Once you begin researching, it will take multiple jumps to complete the research, or if you don't have time, jump load fuel cells via capsule loader.

Atrium:

This device is responsible for healing players and respawning them should they die. In order for the healing to work, you must have atrium healing powered on via Auxilery generator. Power is not needed for respawning to work.

Auxiliary reactor:

A completely different reactor from the main one, this controls various smaller systems on the ship. These do not contribute to your max temp and turning off systems gives more power to your reactor.

Program charger:

A crucial device when in battle, this will give your programs and viruses charges at the cost of one fuel capsule. The amount of charges a fuel capsule gives depends on the warp drive. You can also use this to rush research, 1 capsule equals 1 jump. Note: Jumping will give you the same amount of charges.

Cargo pad:

If you find scrap or components, they will be kept on these things. The amount of cargo pads determines how much your ship can carry, 1 component per pad. If you need to make room, toss out any scrap for them: scrap only sells for 500 credits, so you're better off dumping it.

Exosuits:

Whenever you need to enter a hostile atmosphere, an exosuit is required. Every crew member has a suit and will respawn with the player should they die. They can protect you from no oxygen, freezing cold, boiling heat, and acidic environments.While exosuits will keep you alive, they come at the cost of reduced mobility and the inability to use the jump pack.

Before you go onto a planet, it is recommended you use your ship scanners to determine what atmosphere it has.

Ship Components

If the subsystems were the organs, the ship components are everything else the body encompasses. Everything you put on your ship will help you in some way, whether it be replacing weak parts to adding processors to your ship's computer. There's tons of options out there, so it's best to learn about what each thing does.

If you look at the trader screen, you will notice that next to some parts there is a single digit number. That is because components in this game have levels. The higher the level, the better the equipment is. There is an amazing world of a difference between a level 1 component and a level 8 one, even if it's the same type of component.

When you feel you need to start swapping out old components, you need to consider what you need more, and what is available to you. In general, the basic upgrade order is: Reactors

Shields

Hull

Warp Drive

Viruses and programs

Thrusters

Weapons

Processors

However, if you're just starting off and you see something really attractive that is within your price range, it's ok to deviate off the main path.

Reactors

Reactors are what's keeping your ship running. They are responsible moving your ship, keeping your shields up, recharging your weapons, and keeping your science running. As such, it is extremely important you take care of them.

When buying a new reactor, there are 2 important things you need to take into consideration: total output and maximum temperature. The maximum temperature is the hottest your reactor can get until it starts malfunctioning. If the core safety is turned on, it'll automatically shut down systems in order to cool it off. It safety is turned off, however, you can continue pushing the reactor beyond it's safety limits. But be warned, if it goes on for too long, the reactor core will become unstable and go nuclear in the course of 30 seconds. You have that time to eject it and get as far away as you can. You can use coolant to cool it down, but it gets pretty pricey.

Total output, on the other hand, will determine how hot the core can get to. If the reactor output is bigger than the power usage of all of your other components, it'll take longer before it actually starts getting hot. Do note that the ship also comes with an auxiliary power generator that is completely passive and doesn't have any negative effects on your ship. If you need more output, just turn off any unnecessary functions.

When deciding on what kind of reactor to get, total output should be your priority. If it takes longer for the core to start heating, the engineer will be freed up to do whatever else, like man a turret.

Shields:

Shields are your first line of defense. They can take a certain amount of damage before your hull is vulnerable. They tend to recharge at a slow rate, so if you are in battle, it is recommended you activate a shield booster program to regenerate faster. When deciding on a new shield generator, the key is to look for the integrity. Charge rate matters little in the field of battle and deflection is unnoticeable.

Hull:

The thing keeping you from the outside of space, the hull represents the health your ship has. A ship can install a new hull no matter what it's size or shape is. If your hull hits zero, it's game over unless you are able to hijack a ship. Unlike shields, your hull won't regenerate unless you use nano hulls. Therefore you need to repair it at any repair station. The more damage, the most expensive the repairs. Key for the hull is to look at it's integrity. Armor helps, but that comes along with the good hulls.

Warp drive:

The thing that allows you to travel across the galaxy. At the cost of one fuel capsule, you can jump to any beacon within your range. Unlike the shields and hulls, warp drives actually have different strengths that make each worth getting. When deciding on a new warp drives, take these into consideration. Charge rate: How fast your warp drive charges. It will determine how long you're at a beacon for. A fast charge rate will help you get out faster, while a slow rate will go unbearbly slow.

Warp Range: How far out the warp jumps goes to. When you open your star map, the jump range is symbolized by a giant blue circle surrounding the ship. Bigger the circle, farther out you can go. This is useful when you're trying to get from point at to point be, like with planet hopping or doing missions.

Charges per fuel: This one requires some explaining: Viruses and programs at the science terminals requires fuel charges. When a fuel capsule is used, either when jumping or having an engineer load one, it give science a certain amount of charges. This is critical for engagements when you're constantly running programs.

Viruses and Programs:

The main purpose of the science terminals. Programs can be used to give yourself passive bonuses while viruses are inflicted on other ships to give them a detriment. Viruses need to actually infect the ship first, and it isn't always guaranteed to do so. Enemy ships can also use these viruses against you. If you happen to be infected by a virus, you can either wait the virus out, use an antivirus program if you have it, or reboot the ship from engineering(those 3 levers in a row).

Programs Emergency shield booster: Recharges your shield at fast rate.

Thrust booster: Doubles your thrusters speed for 30 seconds

Instant Antivirus: Automatically purges an virus ship might be infected with

Instant System Self-Healing: Automatically heals any system damage(does not repair hull)

Instant Warp Charge: Instantly charges your warp drive, allowing for a quick escape

Block long range: Blocks all long range communications for duration of stay at beacon

Barrage: Increases damage of all weapons for 8 seconds

Viruses Backdoor: Allows for easier infection of viruses for 3 minutes

Phalanx: Disables shield recharge for 3 minutes

Sitting duck: Disables thrusters for 60 seconds

Gentleman's Welcome: Allows manned ships to become boardable for 3 minutes.

Siphon Credits: Siphons credits from infected ship for 60 seconds.

Syber's shield: Reduces turret damage by 50% for 3 minutes.

0x84B7A2: Causes a random virus

Thrusters:

Attached to the back of your ship, thrusters are responsible for the movement for your ship. There are 3 different kinds of thrusters: Main, Inertia, and Maneuvering. Main thrusters control how fast you move forward, Inertia controls how fast your ship rotates, and Maneuvering controls how fast your ship can strafe. Keep in mind that the mass of your ship factors into how maneuverable your ship is, so a ship with a large mass will be hard to control, even with better thrusters. Just upgrade to better ones when you have excess money or you find them in drops.

Weapons:

See the weapons section for more details.

Processors:

These things make your ship's computer better. Processors come in 3 different variants that boost different parts of your ship: Increases total shields, increases warp jump charge speed, and increases your cyber defense. They are common drops from both destroyed ships and when exploring planets, therefore it is not recommended you buy them. It's only recommended you swap out processors in shops if you have an already full processor capacity and you have excess money.

Weapons


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Weapons are how you either fight back against attackers or assert dominance against other ships. This section will go over turrets, missles, and the deadly nukes.

Main gun:

A large, deadly laser beam that makes up the bulk of your fire power. Every ship will have one equiped, and it's use is absolutely necessary in combat. It can be accessed from the large terminal right next to the weapon systems component. You will need to have the Advance Operator skill to use it, something that the weapon's specialist already has by default and can be bought by any crew member. From the main gun, you can also fire missles at the enemy by holding M2 on your mouse. Take note in that it also produces a large amount of recoil, requiring pilots to readjust the ship after each use.

There are currently 3 types of main guns: Main turret, Cu Long range, and the Keeper beam.

Main turret: The default weapon. Does 450 damage per shot with a 16 second recharge time at maximum power.

CU Long Range: A powerful beam earned by beating the Grim Cutlass. Does 650 damage per shot with a 16 second recharge time at maximum power.

Keeper Beam: A rapid fire beam earned by beating the Keeper. Does 350 damage per shot but has a recharge time of 3 seconds, allowing for continuous fire.

Turrets:

Small weapons that are good for dealing increments of damage. They fire smaller projectiles, fire faster than the main gun, and don't cause recoil. There are several different kinds of turrets, each differing in various qualities. Like other components, turrets are affected by levels: The higher, the better, but also more expensive. Use discression when switching weapons.

Turret's are divided between 2 seperate types: Piercing and Physical. Piercing weapons fire a laser that goes straight towards it's target, while physical weapons fire projectiles that must be guided into moving targets. These turrets can be countered by switching shield types between Modulate for Piercing and Static for Physical. This can be done from the science terminals.

Note: Turrets are effective at clearing out minefields due to their high recharge rate and lack of recoil.

Piercing:

Laser turret:

Your standard laser turret. Nothing really remarkable about it.

Focused Laser Turret:

A laser turret that deals more damage with a higher cooldown.

Electric Laser turret:

Deadly laser turrets that lack damage, but make up for it by disrupting shields and disrupting power throughout the ship. Can only be found at specialty shops. Note: Only enemy that uses it are the dreaded shock drones.

Physical:

Plasma turret:

The standard physical turret. Fires a single projectile with a faster recharge rate.

Spreadshot turret:

Fires multiple projectiles at once, like a shotgun. Can be first in bursts of 3. Common on enemy ships.

Burst turret:

Fires 3 projectiles in a burst. Can only be found at specialty shops.

Auto turrets:

Some ships will come with slots for automatic turrets that will automatically fire on enemies by itself. Automatic turrets will need to be bought from shops. All of them are physical weapons.

Missles:

Fast moving explosives that can be launched from the main gun. When fired, they will zoom towards enemy ships at a fast speed. From a special terminal found next to weapons and on the bridge, you can control what missles you want to use and which subsystem you want to aim at. If a hit is made, it will damage whatever subsystem you have targeted. You have a limited supply of missles, being only able to carry 10 of each missle you equip, so use them when neccesary.

Nukes:

The most dangerous weapons in the game, nukes are nothing to be triffled with. They are also the rarest to find and the most expensive to buy items in the game. To make up for it, nukes are capable of destroying every ship in the game. They are also a one time use, so only use it on enemies that need it. Due to their value and power, nukes require a complicated process to set up, done from a specialized terminal on the bridge and in the weapons room, and requires the use of a nuke launcher that's wherever the weapons system console is. Communication is extremely important between your captain, pilot and weapon's specialist in order to not blow yourselves up. Just make sure to stay far away from the nuke when it detonates.

1. Use the terminal to select whatever nukes you have equiped. The nuke will appear in the nuke launching machine.

2. Flip the two switches on both sides of the machine. This will arm the nuke.

3. Select what ship you want to launch it at from the terminal. Use the same terminal to fire it.

*If you decide you don't want to use the nuke, you can cancel the process up to this point by unloading the nuke from the terminal.

4. The nuke will launch towards it's target. It runs on limited fuel and it's speed depends on the target. It requires you to manually detonate it, so do it when it gets close to your target.

If successful, you will have a blown up the target ship.

Enemies

Note: Drones do not use viruses, therefore Cybersecurty is not required when fighting them. Turn it off via the auxiliary generator panel when fighting them for extra power.

Regular ships:

The most common ships you will encounter in this game, they usually belong to a certain faction. Therefore, attacking them is not recommended unless you want your reputation with a certain faction to go down.

Scout drones:

Basic drones with ill equipped weapons, shields, and hull. Easy targets to take out.

Security drones:

Better versions of the scout drones. Can come in numbers and are a great threat if properly armed. Sometimes come with a main gun.

Manned ships:

Ships that are manned by a crew. They can be any playable ship, with each of their benefits(see ships for details). Keep in mind they have access to the same main gun you do, so expect large amounts of damage. What ship you encounter is dependent on what faction it belongs to. Ships belonging to a certain faction use naming schemes native to it: 'U.S.S. 'name"' for the Colonial Union, 'Unit #, Division #' for the W.D. Corporation, and everything else for neutral or Alliance of Gentlemen ships.

When you deplete the shields of a ship or use the Gentlemen's welcome virus, you can use your ship's teleporter to board their ship. You can do this to either cause havoc, or take the ship over from the inside(By standing next to the terminal screens).

Special drones:

Uncommon ships that you'll run into from time to time, these are much tougher to take out and pack a harder punch than normal ships. They will come in groups of 3-5. These drones will also attack you when you jump into a sector no matter which faction you align to, but since they aren't aligned to any sector either, you can fire on them all you want.

Phase Drones:

Drones with high shields and hull, and are capable of teleporting to random locations. They don't have much firepower, so just shoot at them and they'll go down.

Deathseekers:

Drones with no shields or ranged weapons, but are fast, have high hull, and are equipped with buzz saws that will rip your ship apart if you let them get close. The use of thrust booster programs and sitting duck viruses are recommended for outrunning these guys.

Shock Drones:

Drones equipped with Electric beam turrets. Under the concentrated of 3 of them, they can bring down your shields, do significant hull damage, and randomly shut down your power. Because of this reason, they are the 2nd most dangerous non-boss encounter in the game.

My advice: RUN!

Infected Carrier:

Ships that you can only find in infected sectors, they are the most dangerous non-boss encounter in the game. While they lack shields, they have high hull, and have a special kind of weapon: Not only do they damage hull, but they're carrying dangerous creatures that will board your ship and attack everyone on board. Unless you have the strongest equipment in the game, just run.

If you do decide to fight them, here are some things to keep in mind:

Since you fight them in infected zones, your shields will constantly deplete until it is empty. Shield boosters are a must in order to survive.

Keep your distance from them. Their shots have a nasty tendency to one shot you, so have your pilot try to dodge them.

Kill it as fast as possible. It's a given with every other ship in the game, but infected carriers deserve extra priority.

Boss ships:

Bosses are found at sectors with the !. They are dangerous enemies that only the most prepared crews can take on.

The Grim Cutlass:

A normal Interprid ship except for one thing: It has a special main gun that does an insane amount of damage. The key is to destroy it before it destroys you, either by using an nuke on it or lowering it's shields enough to board it and disable it's guns either by destroying weapons or turning off power to the ship. Destroying it will reward you with it's main gun, allowing you to one shot most common ships.

Note: The Grin Cutlass belongs to the Colonial Union. It will not attack you unless your reputation is low with them. Use this to get the jump on them.

Ancient Sentinel:

A giant robot from the before times, it's a behemoth that takes a long time to take down. Just pilot carefully and you'll be able to defeat it.

Hailing

If you arrive at a sector with a manned ship, you will have the option to bring up coms with them. The kind of coms you will have will depend on whether the ship has friendly and neutral intentions, or hostile. Grey borders mean they are friendly while Red means they intend to attack you.

Friendly/Neutural:

When you arrive at a sector with these ships, they won't outright attack you. You will them have the option to hail them through the communications panel. They will have 3 options.

Dialog: Will give you some flavor text, telling you to either move along, share some info, lore, or panic about the infected.

Extort 3000 credits: You will attempt to pressure them into giving you credits.

Extort 10 fuel: You will attempt to pressure them into giving you fuel.

Note: Extorting is risky and has a chance of not working. Your chance of successful extortion depends on ship bonuses and how many skill points your captain put into intimidation. If you fail, you will lose reputation with it's aligned faction unless you're in a nebula or are using the Block Long Range Coms program, and they will proceed to attack you.

Hostile:

Unlike the Friendly/ Neutral coms, hostile ships will hail you immediately, either telling you to pay them a fee or demanding you leave their territory. If you do not respond, they will proceed to attack you. There will be 4 options:

Negotiate: You will attempt to talk your way out. Chance of success depends on ship bonuses and how many skill points your captain put into diplomacy. Success will get them off your back and earn you rep from their aligned faction.

Purge shields: Lowers your shields to show you aren't hostile. May or may not work.

Bribe: Bribe them 2000 credits. Will get them off your back.

Refuse: Refuse to give into their demands and fight them.

Ship Combat

So you jump into a new, empty sector. There will be a good chance you will find a ship there. Depending on the faction both your ship and the enemy ship is aligned with, they will either not attack you until you attack them, demand you leave/bribe them or they'll attack you, or they'll attack you off the bat. If they don't immediately attack you, you should only fight them on 3 conditions.

Are you strong enough to handle them? Is your current hull able to sustain a fight?

Are you able to block long range communications, either by being in a nebula or have the Block Long Range Coms program?

Is destroying the ship a mission objective?

If two of those conditions are met, then it's ok to fight them. If not, don't fight them and move on. Also take the number of ships into consideration before fighting. Individual ships will attack you when you attack them, but not other ships around them. Use this to pick them off one by one.

As for them attacking you right off the bat, it's best to understand why they are attacking you.

If you are CU, WD drones and ships will attack you right off the bat.

If you are WD, CU drones, but not ships, will attack you.

Neither side will attack you as AOG unless you decide to reveal your reputation(you're criminals).

Your reputation is low enough with a given faction to warrant them attacking you.

You encounter special drones (See Enemies for details).

So you are in battle with a ship. This is the part of the game that requires the most teamwork. It's best to understand what each class must do in order to ensure victory.

Captain: Order your crew around while acting as a 3rd wheel to your crew, like manning a turret, putting out fires and repairing subsystems. If you are missing a person, he can fill in the role.

Pilot: Navigate the ship in order to gain/close distance on a target, give your turrets a good shot, and align the ship to your next target should your captain decide to bail. (If you don't know how to fly, request some time to practice before getting into fights).

Scientist: Run programs and viruses, switch shields between modulate and static, and requesting engineer to load fuel capsules for your programs.

Weapons: Stay on the main gun, shoot the ship, and occasionally fire missiles at it.

Engineer: Keeping an eye on the reactor, using coolant when necessary, loading fuel capsules for the scientist to use programs, and manning turrets.

With all this in mind, the only role that requires explaining is Scientist. His most important role is using viruses and programs. By default, every ship should have one or more programs called "Emergency Shield boosters". These are by far his most important programs, allowing you to quickly recharge shields. It is recommended these are ran when your shields only have 1/4 integrity. As for Viruses, it doesn't infect the other ship immediately, or at all. When using a virus, it's given 60 seconds to infect the other ship, depending on it's cyber defense. It's best to run Backdoor(increases other virus's chances of infected ship) first(if you have it), then any other viruses you have(except for gentlemen's welcome if you're fighting drones). If the programs and viruses need more charges (those little dots under each program), request for engineer or whoever can do it to load fuel capsules into program charger. The amount of charges given per capsule depends on warp drive, so check it before you start pumping capsules.

Note: Viruses will not infect ships unless they are in combat. Keep this in mind before engaging.

Also note that if you are using the main gun, you will notice a red and a white circle moving in your crosshairs. If you align them perfectly, you will do more damage.

Lastly, if you feel like you can't win, try to jump out of the sector. Absolute worst case scenario, you can use the blind jump to quickly get out of there, but only if you have more than a quarter of your health left. Blind jumping will take out a portion of your hull and damage your subsystems, while jumping you anywhere in the galaxy, even all the way on the other side.

Research


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Ever play the game and think that what your character can do now isn't enough? Then it's time to look into researching. By researching, you will unlock upgrades and passive abilities that will make the lifes of you and your crew members easier. These can range from a simple stamina boost to upgrading the damage of your weapons, and even unlocking the extremely situational ability to sprint while encumbered.

In order to begin researching, you need to find the proper materials while visiting planets. If you see something that sticks out, go up to it and try to pick it up. If you want to see if it's actually a research material, go into your inventory and click on it: It'll say if it is or not. If you find some, put in into the little compartment next to the research station called The Atomizer.

(Note: Anything you atomize will be gone forever, so make sure you don't throw non-research material in there. It's better off being sold.)

Research material can consist of 6 elements: Stamans(light blue), Aedificiates(Orange), Aevameres(green), Sensusites(purple), Mutoumates(white), and Vortosites(grey). Each research project will require a certain amount of each element. A research project will not be shown unless you have the right amount of one element, though it'll notify you if you still need one or more element. For example, say you want to research the Research Material Scanner upgrade for your scientist. For this, you will need one Mutoumate and 3 Sensusites. If you have 3 Sensusites and no Mutoumates, the project will be shown as available, but you won't be able to research it. If you have only one Sensusite, however, the project will not be shown because you lack the proper amount of either element.

If by any chance you are having a hard time finding these research materials, it is recommended you go for the aforementioned Research Material scanner upgrade for your scientist. I have a detailed method of easily getting it in the early game section of this guide.

Other recommended research upgrades:

Scanner: Items: Allows the scanner to pick up item pickups on scanner. Usefull for clearing places out.

Stamina boost: Increases stamina for all crew.

Jump pack fuel: Increases jump pack duration.

Custom Eye implants (exclusive to pilot): Highlights floating scrap , missiles, and physical turret attacks for the pilot and anyone sitting in the captains chair. Very useful for nebulas and minefields.

Research Materials:

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Contraband

Not every method of getting rich is legal. If you are playing as the AOG, you will be able to take missions involving contraband cargo. These can range from stolen medical supplies to shipments of illegal drugs.

From time to time, your ship will be contacted via long range coms that you have been chosen by the Colonial Union for a ship inspection. You will be given cordinates nearby that you must jump to within 5 jumps. Failure to do so will get your ship marked as flagged and you will be attacked by any ship you encounter. The same also happens if you are caught with contraband on your ship. If no contraband is detected on your ship, the CU will compensate your for your time with credits.

In order to sneak contraband past inspection, you will need to hide it. AOG ships come equiped with hidden cargo pads that can be used to hid any illegal cargo. On your cargo screen, hidden cargo pads will be displayed seperately from the rest of your cargo. In order to put cargo in your hidden cargo pads, simply drag the cargo from one slot to another.

In the event you end up with contraband cargo that you have no idea what to do with, you can sell it to Rosalia Scillo at the AOG Hideout.

For missions involving contraband, see 'Missions-AOG exclusive'.

General Player Tips

You can use your built in jumppack by double tapping the space key.

When upgrading talent points, it's best to upgrade the talents at the very bottoms, as they are more specific to your class and will help out your teammates and the ship.

Pay attention to your ship's status. If your ship takes hull damage, check a status panel to see if any systems are damaged/ on fire.

Don't worry about handheld items. You can easily find them when exploring planets. Food's a generally worthless and are better off sold while guns, repair guns, and fire extinguishers are worth holding onto.

Don't fly into planets. You'll instantly blow up. If someone is flying towards a planet, warn them about it. And if they don't listen, just hope that the host saved.

Common Etiquette Tips

When you a join a lobby with less than 4 players, ask your captain what they would prefer to have. If they say they don't care, follow this order list: Captain(duh), weapons, scientist, pilot, engineer.

Before you decide to warp, ask the captain if he's ready; especially at shops and planets. He might be looking at stuff.

When it comes to research, ask the captain if it's ok to research something before you do so. Research materials are valuable and it's best not to waste them on upgrades that aren't necessary at that given moment.

If you feel like you don't get along well with the currently lobby, go ahead and leave it. Captains, if there is a player that's causing trouble and/or friction with your crew, kick them.

Treat people the way you would want to be treated. If they aren't doing a good job, just tell them how to improve, not yell at them.

Joke around with your crew. It'll go a long way.

Follow your captains orders. They are the ones keeping things in line. If someone is struggling as captain, don't offer advice unless you are absolutely sure it's solid.

It's recommended you stay at your own station. You wouldn't like it if someone shoved their face into your pc while you're playing, would you?

If you find anything useful while exploring planets and you're already adequately supplied, ask your crew members if they need anything. If not, sell it at a store.

Be careful not to hot mic (your mic picking up noise that isn't talking). Not only are you annoying and unpleasant to your crew, but you are disrupting communication.

For the love of god, don't go afk without telling anyone, especially your captain. It's inconsiderate and you're just wasting a player slot.

Class Tips

Captain:

The most important quality about being a captain is to keep your team communicating. Your ship is a machine and your crew are cogs, and if a cog isn't responsive or deliberately working against you, your ship falls apart. Whenever I use captain, I make it a requirement to use a mic, but to each their own.

While it's important for your crew to be communicating, don't go to the extent where people see you more as nasty drill Sargent than a respectable captain. It's a game, after all. Try to maintain a light hearted atmosphere by welcoming anyone who joins, joke around with your crew, and, if someone is new, teach them the ropes on how to play their class.

Be smart about your finances. Make sure you swap out components with better ones when you can. And make sure you know what you're buying. If you need help on this, see the components section.

Map out a route that makes sense. Minimize the amount of empty sector you're going to, make sure to stop by named systems, and occasionally stop by a repair depot to see if they have anything of value or to make repairs. Also note that you get xp for visiting new sectors, so take that into consideration.

If you plan on using a warp gate, have your pilot fly into it before you pay the fee. It will save you and your pilot a lot of trouble.

When it comes to research, make it clear to your lobby that you're the one who decides what to research. If your crew wants to research something else, make sure to have them ask you before doing so.

If you encounter a ship and they don't immediately fire on you, make sure your crew knows not to fire on them. All it takes is an itchy trigger finger on your weapons specialist to get you into a fight, lower your reputation with whatever faction it's affiliated with, and jack up your chaos level.

Keep an eye out for the signs of a griefer. If someone is being a jerk and/or unpleasant, they most likely have intentions on griefing you. They also tend to shoot out subsystems, waste your fuel capsules, and turn off power to your ship. Keep an ear out if other members of your crew catch the griefer in the act. Immediate action is recommended to minimize damage. You can kick players from the main crew list in the tab menu.

SAVE. OFTEN. You will never know when you might get blown up, or when your pc might crash. Do yourself and everyone else in your lobby a favor.

Pilot:

Learn how to control your ship. WASD is to tilt your ship in a direction, M1 to move forward, CRTL to go backwards, and Q and E to rotate your ship left and right respectively.

By holding M2, it will switch your flying mode to automatic. In this mode, you can strafe in any direction. Q move the ship up, E down, A left, D right, W forwards, and S backwards. This is useful when you need to keep in line with your target.

The main gun has a large recoil that knocks the ship back when used. Make sure to correct your position by rotating the ship.

Press Space to bring up the nearby sectors you can jump to. The one surrounded by the diamond is where your captain wants to go. The sector number will turn blue when you are properly aligned to it.

If you are in the thick of battle, don't align with the next system unless your captain tells you to. You're better off positioning the ship where your gunner can get a better shot on them.

Keep track of where any scrap is on the map. Unless you have custom eye implants, which will highlight the scrap for you, you will need to manually find the scrap yourself after the battle is over.

If you can barely move, it either means power to the engines were cut off or the engines subsystem has taken heavy damage. Make sure you crew knows about it so they can repair it.

Scientist:

Despite the Scientist having their own room, a good scientist uses the terminals on the bridge. Mainly so they could have a better view of what's going on outside.

Your programs and viruses can make or break a battle. Use viruses whenever you are engaged in battle and apply programs when needed. For more info on each, see the components section.

Of your programs, the most important one is the Emergency Shield boosters. These will rapidly recharge your shields. Make sure you have at least 2 of them. If you need more, request your captain to buy you one.

Those dots under each program? Those are program charges. They replenish whenever your ship uses a fuel capsule. The amount of charges a single fuel capsule replenishes depends on your warp drive, so check out your equipped warp drive to see.

If you need more charges for your programs, request the engineer to load a fuel capsule into the program charger in the engineering room. It'll use a fuel capsule, but it'll give you those much needed charges to keep the fight going, especially for those Emergency Shield booster programs. Just make sure to not ask for more than you need.

Your programs will replenish the set amount of charges whenever you jump to another sector. Don't use the program charger to completely replenish your programs when you finish a battle.

You won't encounter ships at hubs, named sectors, repair depots, and shops. Look at the route your captain made and decide whether you should use the program charger after a battle.

On the status screen, all the info except for the modulate and static buttons are worthless. Those buttons charge the status of your shield. Modulate shields counter piercing weapons like beam turrets and the main gun, while static counters physical weapons like railguns and spreadshot turrets. Adjust the shields according to your enemy.

When going planet-side, always bring your scanner. If you have researched the proper upgrades, you can spend talent points on having your scanner detect item pickups and research materials.

Despite the research station being in the science area, the Captain has say on what to research, not you. Ask him if it's ok to research something before you do so.

Weapons:

Unless you're in a minefield, always use the main gun.

When the main gun is firing, two red circles will appear. For extra damage, align the two of them.

When using the main gun, hold M2 to fire a missile at a target. If you have multiple missiles equipped, use the missile terminal to select what kind to use. You can also use this terminal to determine what subsystem you want those missile to hit. Just don't use them when too close to the enemy ship.

When in the minefield, use the smaller turrets to shoot at the mines. The main gun has too much recoil and recharges too slowly to be effective in this situation.

Engineer:

Keep an eye out for your reactor temp. If it starts getting too hot, do not hesitate to use coolant.

If the reactor is running hot and you aren't in battle, lower the energy other systems are taking. Turn off science, then shields and weapons, then engines.

The auxiliary generator doesn't take any resources. If any of it's systems are turned off, the power those systems use will go straight to your main reactor. Of those systems, climate control is useless, spotlights are only practical when exploring structures, and atrium healing is only good for healing players that are inside the atrium. Those are ok to have off most of the time.

Enemy ships that aren't manned by a crew cannot use viruses. It's ok to have the CyberSecurity system in the AG turned off most of the time. Just make sure to turn it back on when you encountered a manned ship (See enemies for details).

If you aren't in battle when you arrive in a sector, begin charging the warp drive immediately. It'll save time for everyone involved.

When the scientist requests it, load fuel capsules into program charger.

Faction Tips

The galaxy is contested by 3 different factions. Each one controls certain areas and will determine what ships you encounter. Here are some tips for each playable faction.

Colonial Union:

Your starting hub, Outpost 448, contains many of the easier missions in the game. Make sure to grab them before leaving. See missions for more detail.

Long range communications missions are fairly easy and non-combat intensive, save for 3 of them. It is recommended you do them for the money reward and the extra reputation for the colonial union, which results in lower prices at thier controlled stores.

Avoid any unnecessary combat until you get the Block Long Range Coms program. This is due to attacking and destroying ships lowering your reputation with factions, which will make prices increase in their regions and make their ships automatically attack you. Block Long range coms prevent this.

W.D. Corporation:

Before you leave the W.D. hub, make sure you grab the missions that are there. You can choose to do these missions should you want, but as soon as you are finished, head towards Outpost 448 since the missions there can be taken by anyone. See missions for details.

Unlike the CU, most of the W.D.'s long range com missions are very combat intensive, which not only lowers your reputation with other factions, but enemy ships are much better armed that your ship is. Before you leave the W.D. hub, it's recommended you take the survey mission from the NPC near the bottom teleporter, as it will opt you out of long range communications missions. When you have the Block Long Range Coms program and a better armed ship, you can go back to this NPC to resume long range com missions.

Avoid any unnecessary combat until you get the Block Long Range Coms program. This is due to attacking and destroying ships lowering your reputation with factions, which will make prices increase in their regions and make their ships automatically attack you. Block Long range Coms prevents this.

Alliance of Gentlemen:

All Alliance ships start at the Estate. Along with normal missions, there's also a person who will give you more illegal missions, such as contraband and combat missions. It is recommended you pick up any quests there and then go to Outpost 448.

Unlike the CU and WD, AOG ships automatically start out with the Block Long Range Coms program. While this does ease the worry of losing rep due to ship battles, your ship can still be heavily damaged by other ships. Engage at captains discretion.

AOG ships have hidden compartments that are used to store cargo. Should you get contraband, it is recommended you put it in these compartments in order to reduce the chance of getting busted by inspection stations.

Overview: The Fluffy Biscuit Company


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Unlike the other 3 playable factions in the game, the Fluffy Biscuit Company has its own set of unique mechanics and ship systems that play like a completely different game. As such, the FBC has warranted its completely own section to go over everything.

This section is written with the Fluffy One ship class in mind.

The goal:

Whereas other factions simply have you doing missions at your own leisure, the FBC has one very simple goal with a time limit: Sell 5000 biscuits before your "competition" do. If you fall in last place or fail to sell 5000 biscuits first, you will be selected for "special training". Not gonna spoil what it is, but you don't want it to happen to you.

What makes the FBC unique

Along with having different gameplay, the FBC has several tools and subsystems at their disposal.

The FB multitool:

A biscuit seller and a repair gun combined into one. Has the strength of a +2 repair gun. In order to sell biscuits to people, you need to have this equipped then talk to them.

WARNING: There is no way to get a new one, so if you accidentally sell yours, you and your crew will be down one biscuit seller.

The Leaderboard

Your method of knowing where you are in the competition. The leaderboard shows every ship's position in the competition, how many biscuits have been sold, and will display how many biscuits a single crewmember has sold when at a planet or hub world. While the leaderboard will update in real time when your crew in planetside, updates on your competition will only update when you warp jump.

The Biscuit Creation Station:

The biscuit creation station is where one can create special biscuits that give your character passive bonuses. These bonuses vary from extra health to being able to revive your character on the spot.The kind of biscuits you can create are determined by what kind of recipe modules you have. You can find these modules at the various Fluffy Biscuit factories. You can only have 4 modules equipped at a time, so pick wisely which ones you want.

When you make a biscuit, it will take a certain amount of energy from the machine. This energy will replenish in halves when you jump, so don't think you can just sit there and grind biscuits in the current sector you're in. There's also a cooking mechanic that will determine the quality of the biscuit you will receive. The quality ranges from: undercooked-cooked-perfectly cooked-cooked-overcooked. Ideally, you want to get the perfect biscuit.

These biscuits are most effective on planetary explorations and boarding parties. While you will be at a disadvantage when it comes to drones thanks to not having many ship guns, you will excel against manned ships thanks to your biscuit eating super soldiers. This will also give you an edge at the survival arena, if you wish to go after that.

The Biscuit Bomb:

The Biscuit Bomb will be extremely important for your survival. It replaces the nuke slot that would appear on most other ships, meaning you can't swap it out with other nukes. The Biscuit bomb has two qualities that differ it from other nukes. The first is that it's not really a nuke, but an EMP. Rather than do massive damage to other ships, it will disable EVERY non-FBC ship in the sector. This can be used to either give you enough time to escape, or go on the offense and strike them while they're down. The second is that you can restock it for free at any Fluffy Biscuit factory. To keep this from being overpowered, you can only restock it once every Chaos level.

The Customer Radar:

A useful tool for figuring out which section has manned ships in it or not. Can also be used to either figure out which sections to avoid or spot potential victims should you decide to go on a genocidal rampage after selling 5000 biscuits.

Crates and crate storage:

The bread and butter of your sales will come from biscuit crates. Each crate consists of 100 biscuits and your ship can only carry 32 crates at a time. The amount of crates you currently can be found in the freezer. In order to refresh your crate supply by going to a FBC factory, and requesting a restock through coms at no cost.

Note: The freezer has sub zero temperatures. It is not recommended you hang out in the freezer without an exosuit.

Selling biscuits:

In order to sell 5000 biscuits, you need to become that obnoxious salesman you either you really hate or already are in real life. There are 3 ways to sell biscuits:

Talk to NPCs at HUB worlds and planets with your handy multitool.

Open coms with ships in your current section

Do FBC missions, whether in person or through long range coms

Your effectiveness with method 1 will be determined by how lucky you are and how many NPCs are on the world you are at. The most effective places to sell to NPCs are Outpost 448, the Estate, Cornelia station, and The Burrow. To initiate a sale, you must have your FB multitool out and talk to an NPC. You will have the option to either sell them a few biscuits or sell them a crate. You have the ability to sell them a few biscuits 5 times, and sell them a crate once. But once they refuse a crate sale, you wont be able to make any more sales with them until you leave the sector.

The most optimal way to sell biscuits this way would be to sell them 3 individual biscuits, then go for a crate sale. In order to boost your chances of success, it is recommended you eat a Lucky Biscuit. You can either buy these from Fluffy Biscuit stores, or you can make them yourself if you buy a Lucky Biscuit recipe module from a Fluffy Biscuit factory.

Method 2 is much less cost effective. Each section with a manned ship will ONLY have one ship, and it's a crapshoot when trying to sell to them. Don't even count on being able to sell to WD ships. You might improve your chances with the Alliance if captain has his Diplomacy stat maxed out, but they're usually more interested in attacking you. And unlike with people, the Lucky Biscuit doesn't work with them.

Method 3 is more sparse, but definitely worth doing. Doing them will give you at least 400-500 biscuit sales, enough to give you an edge in the competition. See the Mission tabs for more details.

After the competition

So you just sold 5000 biscuits. Congratulations, you get a really cool new hat with a functional rocket ship on it. This hat can be found under the character editor under Hair:7 .With that said and done, you are now free to do whatever you want. You can continue to sell biscuits, do missions for other factions, hijack a better ship, or take your FBC branded ship on a genocidal rampage.

Star Map


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The Star Map is your view of the Galaxy. If you are the captain, you can use it to navigate a route, and everyone else will see it. When planning a route, you need to take into consideration territory, planets, and repair stations.

Territory:

Factions:

Blue: Colonial Union

Orange: W.D. Corporation

White: Neutral or Alliance of Gentlemen

Natural:

Purple: Nebulas. Sensors made practically useless and long range coms are down. Usefully for ambushes

Green and red: Infected. Being in infected space will damage your ship over time and spawn powerful ships that, well, lets leave that a surprise. Avoid at all costs!!!!!

Note: Special sectors are unaffected by natural territory. Use this to your advantage if you have to traverse through infected territory

Special Sectors:

Hubs:

Hubs are large civilized areas where you can teleport down to and interact with the locals. Enemy ships are guaranteed to never spawn here, meaning you are completely safe. At hubs you can find traders, people willing to give you missions, and repair stations for your ship. Each faction owns at least one hub, and you will spawn at the hub of your chosen ship's faction.

Repair depots:

Repair depots serve as a relaxation area. Located here is a repair station and a run of the mill trader. No ships will spawn here.

Warp gates:

The fastest way to get anywhere in the galaxy. You can use these to fly to any other warp gate at any location for a price. Just bring up communications, select which beacon to go to, and fly through the gate.

Specialty traders:

Shady areas that are just like repair depots, except they have traders that have special gear that you won't find anywhere else. Nukes, anti-matter reactors, special programs and viruses, etc. If you want the best gear in the game, you come here. No ships will spawn here

Named systems:

Named systems are planets that you can teleport down to and explore. Exploring these planets are usually worth your time, rewarding you with food, guns, ship components, and research material. No ships will spawn here.

Missions:

If you have accepted a mission, this will suddenly appear. It is the place where the mission will take place. You will be given a mission description when you are given it, giving you an idea of what to expect when you get there. Note: If it is given from long range coms, you will have a set amount of time before it disappears.

Distress Beacon:

Located at named sectors, distress beacons usually means there's someone there who wants to give you a mission. Generally recommended you go there.

Bosses:

At this beacon, you will find a powerful enemy. Ranging from normal ships with powerful guns to huge behemoths, these guys are no joke and will ruin your day if you don't come prepared. Will drop special items as your reward for beating them.

Empty beacons:

When you jump to a empty beacon, you will encounter 5 things.

Enemy ship encounter: You will encounter one or more enemy ship. Difficulty of ship and number of them is determined by chaos level. (See enemy ships for more details).

Minefield: A structure that is surrounded by deadly mines, with valuable scrap floating between it all. Use small turrets to clear the mines, and make sure you have good shields.

Star: You teleported too close to a star. Your ship will begin filing up with smoke and fires will starts in random locations on your ship. Recommend turning on climate control. Warp out asap.

Black hole: You are unfortunate enough to teleport too close to a black hole. It will pull you into it while doing shield damage, blowing you up when you fly into it. Warp out asap.

Empty beacon: Just a small asteroid. Nothing to see here at all.

Missions: Hubs


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Missions in this game are your main method of making money. They can either be given to you by a NPC, or from Long Range Communications. I'll go over where you can find each NPC and tip for dealing with each mission. Unless specified otherwise, any faction can take any non-long range com missions. Long range com missions are exclusive to each faction.

Colonial Union hub:

*Note: NPC's here are capable of giving new missions after completing their first ones. NPC's that give multiple missions with by listed by person.

Food for Bomy:

This is Bomy. He wants a dehydrated sandwich. Find one and give it to him. If you go completely around the station, you will find one sitting on a desk.

Borthix Trade:

Find two borthix Crystals. They can be found on fire planets and themonuclear plants, which requires you to actively hop between systems until you find one. Once you find 2 of the crystals, go back to the dealer to claim your reward.

Kim Solveras:

Locate Research team

A research team Kim is affiliated it has dropped communications. Go to the planet where they are stationed. When you arive, you will be taken to an empty research station. The planet happens to be infested with ants, you make sure you bring as many people with you and stick together. Look for a cave and go into it. Continue going deeper into it until you find a pile of human bodies that belonged to the research team. Pick up the research medal on the bodies and bring it back to the Kim.

Research specimens:

Kim wants you to bring her two research materials: Waxthorn and Sargastia Tribulen. For Waxthorn, either go the the planet where the first Artifact Retrieval mission or look for a fire planet. More details are in the Early game section. For Sargastia, go to the system where the Stolen Medical Supplies mission is. When you teleport down, the Sargastia will be on the other side of the building . Bring them back to her for 50,000 credits.

Rumibard Warger:

Artifact Retrieval:

Warger wants you to retrieve an artifact from an ancient ruins. When you arrive, you will find a giant tower. Go inside and climb all the way to the top. There you will find the artifact. Take it and bring it back to Warger.

Artifact Retrieval 2:

Warger wants you to bring him another artifact. When you arrive, you will be teleported into a cave system. You'll see the entrance to some ruins. Go inside and you will be in a giant antechamber. The artifact is in the middle. Grab it and return to Warger

Artifact Retrieval 3:

Note: Unlike other missions, this one does not display coordinates and this author has yet to find it randomly. If found, please inform me via comments.

Charra Tilmur:

Stolen Medical Supplies:

Robots have stolen medical supplies and are keeping them in a terraforming station. Go there, clear the area out of robot bandits, and find 4 cargo pads of medical supplies and 1 book of shipment logs. 2 of the supplies can be found inside on the floor and the other 2 can be found on 3 floor outside. The shipment logs are found outside on the second floor (be careful, because there's a giant robot with a burst pistol guarding it. Bring them back to Charra.

Destroy outlaw camp:

The robots are holding out in a cave. Go there, clear out all the robots, and find a book detailing their plans. The book will be at the end of the cave, right next to the enter-able ruins on a desk. Return to Charra.

Note: This mission has the tendency to bug out. Reload your save if not all the robots show up.

Eliminate outlaw Headquarters:

The final bastion of the robot outlaws has been found. Go to the marked sector, eliminate all robots, and pick up the four cargo crates of Medical Supplies. Return to Charra.

Note: This mission has the tendency to bug out. Reload your save if not all the robots show up.

Hunt the Resolution:

The big bad behind all the robots is Captain Yoself of the Resolution. Go to the marked sector and eliminate his ship. Return to Charra to end the last of her quests.

W.D. Corporation:

Survey galaxy:

This is less of a mission and more like the ability to opt out and in of long range communication missions.

Alliance of Gentlemen hideout:

Smuggle Shipment into Outpost 448:

*Note: Only AOG ships can accept this mission.

Go to the Colonial Union Hub and talk to the NPC below. Since the AOG hideout and the CU hub tend to be close, it's an easy mission that would be stupid not to take. Talk to this NPC to collect your reward.

Harbor:

Collect Sensor beacons:

There are four sensor beacons outside that need the batteries recharged. Go out and find 4 of them, they are in a straight line. Talk to npc to receive reward

Note: Alliance of Gentlemen ships do not have access to this mission.

The Estate

Raid the Gentlemen's Stash

Your task is to go to the marked planet and find a metallic ball. Once you reach it, teleport down and go inside the building. You will end up in a large room held up by multiple pillars. The key is that one of those pillars isn't actually real, but a hologram hiding a secret department. You can tell it apart by it looking cleaner than the other pillars. Go through the pillar and you will find the ball along with a bunch of cargo supplies. Return to Kirod to get your reward.

Missions: Long Range Coms

Note: These missions are timed. If you don't do them in a certain amount of jumps, you fail them and your reputation with your faction lowers. Completing one raises your rep. with your faction. These missions will be located near your position, even spawning a sector out of nowhere.

Colonial Union:

Investigate Crashed Roland:

A Roland was reported to have crashed on a planet. Go to marked sector in 10 jumps. A new planet will be spawned with it. You will be teleported to the teleporter of the crashed Roland. Go to engineering and look for a large hole. Exit it and go to the right until you find a lone robot. Talk to it to complete the mission. Don't forget to look in the Roland's cargo bay for free components.

Aid CU Ship in Combat:

A CU ship is being attacked by the Rustbucket. Get to marked sector in 5 jumps. Destroy the Rustbucket to complete mission. Be careful not to fire upon your comrade or else they'll beging firing on you.

Stop the Nelaxus:

Eliminate the Nelaxus. Get to marked sector in 5 jumps. Destroy ship to complete mission.

Investigate Abandoned Intrepid:

An abandoned Intrepid ship was discovered. Go to marked sector in 10 jumps. Look around the area until you pick up the ship on radar. Teleport onto the intrepid and go to the lounge to discover the gruesome fate of it's crew and complete the mission. Once mission is complete, you may without losing rep.

*Note: Wear exosuits before you teleport onboard. The ship's atmosphere is acidic.*

Help CU Roland in Alliance Ambush:

A Roland is under attack by two ships. Go to marked sector in 5 jumps. Destroy the two ships and leave the sector to complete mission. Be careful not to fire on the roland, or else it'll start attacking you.

W.D. Corporation:

Remove obstructions:

Go to the marked planet and remove all hostile lifeforms. A new planet will spawn nearby for this mission to happen. Get to the planet in 10 jumps. When you teleport down onto the planet, you will be on the roof of a station. Sarkis Goran will be right next to the door. Speak with him, then jump onto the ground to start slaughtering lifeforms. Once you killed all of them, report back to Sarkis to complete the mission.

*Warning: This missions tends to glitch out by not registering that you killed all the lifeforms. Multiple reloading of saves is recommended.*

Hunt Down Hostile Drones:

Destroy 3 security drones at the marked sector within 5 jumps. Sector is always a nebula. The drones are well armed and will slaughter you in seconds if you are not prepared. Doing this mission is not recommended.

Defend Mining Base:

A Mining base is being attacked by the AOG. Arrive at the marked sector in 3 jumps. You will face off against 2 manned ships. Once you destroyed both ships, teleport down to the mining base and clear out all robots. Mission will clear when you eliminate all robots.

*Warning: This mission tends to glitch out by not registering that you killed all robots. Multiple reloading of saves is recommended.

Eliminate Intruder:

A CU Intrepid ship named "U.S.S. Cora" has moved into WD space. Go to marked sector in 5 jumps. Destroy ship to complete mission.

Investigate Unmanned W.D. Unit:

An abandoned W.D. Destroyer was discovered. Get to marked sector in 5 jumps. Look around for the ship until you find it on radar. Teleport to the ship and explore the ship until you find out why it was abandoned. Once mission is complete, you may destroy the ship without losing rep.

Reclaim W.D. Cargo:

An AOG ship is holding stolen W.D. cargo. Get to marked sector in 5 jumps. Destroy the Retribution and pick up it's scrap to complete the mission.

Alliance of Gentlemen:

Search Deserted Carrier:

Go to the sector within 10 jumps. Look around until you find an abandoned carrier. Jump to it and go straight towards the cargo hull. You are garunteed to find a nuke here. (If you want to find out why it's abandoned, go into the side rooms). Once mission is complete, you may destroy the ship without losing rep.

Intercept Cargo Shipment:

You need to fight two W.D. ships. Get the sector within 5 jumps. Don't do this mission unless your are very well armed and/ or have a very good crew.

Assist in Roland Ambush:

Two ships need your help ambushing a CU Roland ship. Get to the section within 5 jumps. You don't even need to fire upon the roland, just let the other ships lay waste to it and collect your reward. Don't forget to pick up any scrap from the Roland and either ship if they died.

Sensor Sabotage:

When you fly close to the Harbor hub, you will be given this mission. Simply go to the Harbor within 10 jumps, and swipe the batteries from the sensor arrays outside. They will be in a straight line.

*This mission will replace the Sensor Repair mission(See hub missions).

Missions: Distress Beacons And Planets.


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Distress Beacons:

These are missions found at systems using a distress beacon.

Retrieve Thermal Regulator:

This man's thermal regulator went out, knocking out his heat and dooming him to die by frost. You need to go to old station outside and retrieve it's thermal regulator. The area surrounding it is surrounded by mines, so use a scanner to navigate the minefield. Once you get to the station, go into the deepest parts of the station and you will find it. Go back and talk to the man to complete the mission.

Stormproof the Base:

A large storm is about to hit this research station. You need to go a crashed ship a distance from the front of the base and gather scrap metal, batteries, and rations. Once you've gotten the required amount, report back to base to complete the mission.

Note: If you go behind the base and venture out there, you will come across 3 sylestia stems. It's worth noting since they're so out of the way.

Unmarked Planets:

Scavenge Battery:

When you arrive at this planet, you will be at an acidic waste yard. Look behind you and you will see a structure entrance. Inside you will find a plathora of research materials and a robot who will give you this quest. You must look for a battery out in the desert. You can find the battery to the right of the grounded Roland ship, laying next to some debris. Careful now, because the enter place is riddled with mines, and unless you have a scanner, you will be throwing bodies at it. Once you find the battery, go back to the robot to turn in the mission.

Power the Generators:

These colonists need the research material HG-77328 to power their generators. It can only be found of fire planets, so you won't be finding any on the planet you're on. Look around the galaxy until you find one. When you find it, return to the planet and collect your reward.

Note: The planet you get the mission from will be unmarked, so write it down or else you might forget.

Clear the Mines

When you teleport in, you find a tall elevator and a small building nearby. Go inside and talk to Gosia Randall. You will need to take the elevator all the way to the top, go inside the mine, and take out all the bugs inside. Don't forget the activate the teleporter inside the mine, otherwise you're taking that elevator back up. Return to Gosia once you killed all the ants.

Note: This mission has the tendency to bug out when you kill all of them. Best thing to do is warp out of sector then come back.

Find the Sandshark Egg

Go inside this building and talk to Edwina Coria. She wants you to venture out into the desert and find a sandshark egg. Go outside and look for some rock mounds. Go straight towards there, carefully to not aggravate the sand sharks. Underneath the mounds you'll find the egg. Go back to Edwina to get your reward.

Starting Out

When you start up a new game, you will start at the home hub of your ship's faction(See faction tips). Pick up whatever missions are at your hub. If you're W.D. or AOG, it would be worthwhile to go to Outpost 448 since missions there can be picked up by anyone and is always within a jump from a warp gate. Before departing, check the automatic trading station to see if there's anything your 5000 starting credits can afford. If you see something you want, come back later when you have the credits.

I would also recommend picking up a long range jump module if possible. Even though it has a slow warp charge rate, it has a much farther reach than other wrap drives and gives a a good amount of program charges per fuel capsule, which is critical in space combat. The slow charge rate can also be countered by finding and equipping jump processors, but don't buy them from the store unless you already maxed out your ship and need something to spend your money on.

Early Game


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When you get any missions you can come across, it's then time to start your real adventure. Now, there are two main objectives you need to complete. Complete the missions, and get research material. The mission systems are marked with a M symbol, so you won't have a hard time finding them. As for research, it's a little harder. To make it easy for you, it is recommended you go for the research material scanner upgrade that you can research for your scientist. To get that upgrade, you need the following: 1 Mutoumate and 3 Sensusites. While you can find this stuff in multiple research materials, this guide will detail only 2 kinds: 1 waxtorn and 3 sylestia stems.

[Note: If you are using the Outrider, you will automatically have enough material for the research scanner. Therefore these steps aren't necessary unless you accidentally research something involving these materials]

To get the stems, look for the distress beacons and go to them. You want to look for the planet with no oxygen, and since there's no way of telling that from the ship's built in directory, you need to go to each beacon yourselves. When you find the planet with no oxygen, you will teleport into a research base with a guy that will give the mission "Stormproofing the base". When you exit the base, you will see a path facing the front of the base. However, instead you want to go behind the base and hike behind it. You will progressively go downwards, and when you reach the bottom, you will find 3 stems hugging a wall.

As for the waxthorn, there are 3 places you can easily find them: At the planet where the "Retrieve ancient artifact" mission is, a fire planet, and the ship waste yard planet. If you go to the Artifact planet, there are two places you can find the waxthorn: On the side of the large structure on the ground, or on the side of the building near the top.

Second is a fire planet. When you teleport to it, you will end up in a building. Go downwards and look through the rooms. In one of them you will find waxthorn.

The last easy place to find them is the ship waste yard planet. When you exit the teleporter, you will find a building entrance behind you. Inside you will find a mission giver, and several research materials, including waxthorn.

Once you have both of these materials, you will be able to research the research material scanner for the scientist via the atomizer and research panel. If you need to use it immediately, you can rush research by loading fuel capsules into the program charger(see ship interactables). After that, just have scientist put talent points into the skill, and they will be able to pick up research materials on their scanner. At that point, you just keep visiting planets, collecting more and more materials until you research every possible thing.

Other recommended research upgrades:

Scanner: Items: Allows the scanner to pick up item pickups on scanner. Useful for clearing places out.

Stamina boost: Increases stamina for all crew.

Jump pack fuel: Increases jump pack duration.

Custom Eye implants (exclusive to pilot): Highlights floating scrap , missiles, and physical turret attacks for the pilot and anyone sitting in the captains chair. Very useful for nebulas and minefields.

As for combat, I don't recommend getting into engagements unless either dictated by long range com missions or they attack you first. Not because you might get destroyed, but because of reputation. When you attack something, try to extort stuff from a ship, or destroy a ship, your reputation will go down with a faction. This will increase prices with that faction, and if low enough, ships will automatically attack you. Note: If you hail the ship and they attack you because they are trying to extort from you, you will not lose reputation.

Mid Game

Ok, now that you did some missions and explored some planets, it's time for you to get the best gear in the game. Head to one of the 3 specialty shops in the galaxy. There you can find better hull, reactors, powerful turrets, and unique programs and viruses. However, the most important program you must pick up is "Block Long Range Coms". When you activate this program, either mid jump or when you arrive, it will block long range coms for that sector and will wear off when you jump again. Make sure to activate this if you want to engage in enemy ships. If you want, you can get nukes, but only if:

1. You have the space for it

2. You're drowning in money. I recommend visiting all 3 shops as they each have different gear for sale.

One thing to keep in mind, though, is that the gear there might not be the best you can find. Components run on levels, and the best you can find may be sitting in a regular trading station, among the wreckage of destroyed ships, or on the surfaces of planets. Don't be afraid of swapping out components if you see better ones. For more info on the best components, see the components and weapons sections. If you're playing the ship correctly, you should have 2900 hull and around 1400-2000 shields.

Now that you have Block long range coms, you can now start killing anything you want. When you jump to a new sector and see a ship there that won't attack you on sight, block coms. Then using the ship hailing feature, extort 3000 credits from them. Give them or they don't, you can then open fire on them.

If you feel like you're strong enough and/or have a nuke, you can try to take on either the Grim Cutlass or The Swarm. If fighting the Cutlass, kill it as fast as you can, otherwise its beam will tear you to shreds. The Swarm is much less powerful but is more complicated in that it's protected by a shield that's being generated from another sector. Emerge victorious and you will win its special gun as your reward. At this point, you have become overpowered.

So the question is: Which beam should I equip on my ship? Both the Cu long range and the Keeper beam have perks. CULR has a powerful beam that is capable of one shotting ships, while the keeper beam can lay down instantanous fire. Personally, I go for the keeper beam because while the CULR is powerful, it's not good at keeping enemy shields down.

Late Game

So you have a large hull, 1400-2000 shields, an amazing reactor, an amazing warp drive, and either the CU Long Range or the Keeper Beem, both of which are the most powerful guns in the game. You are able to destroy most ships in the galaxy in 3 seconds. So what do you do now?

Well, go fight the infected! The atmosphere of infected sectors will constantly drain you shields, then your hull. And the infected carriers do serious damage against your ship. They will truly push your crew and ship to the limits.

At this point, you pretty much won the game. There's no true end game content as of now.

Conclusion

I hope I have answered any questions you may have had about this game, and gave you an easier time actually going somewhere in this game. As the game keeps getting updates, I will update the guide to reflect the changes. If you have anything you would like to contribute or want me to add, leave a comment. Thank you for taking to the time to read this guide.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=674766743					

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