

#Pulsar lost colony steam cheap upgrade#
Scrapyards are where unprocessed scrap can be purchased to upgrade components.Ī planetary system and sometimes stations can be identified on the starmap with a random name and sys at the end.

There are special stores where rare goods, experimental components, and sometimes contraband can be purchased. These sectors contain a repair depot, automated trading stations, and often a fluffy biscuit store.

Repair stations are identified by a crossed hammer and wrench icon. Fluffy factories and Outpost 448 also have a warp gate. Warp Stations are used to quickly travel across the galaxy, from one warp gate to another. Random sectors you have already been to show as filled diamond. Ships, drones, and space hazards can be encountered. Not much information besides faction ownership and the existence of nebulas can be derived. These are the most common types of sectors. It should be noted, however, if crews have a poor reputation with the faction that runs a particular hub, they may be attacked. Hubs are good places to resupply and pick up missions. Hubs are often headquarters of different factions or centers of trade located on stations and planets. Hubs can be identified as a solid circle and name associated with it. A mission's sector location can also be checked from the mission section of the tab menu by clicking on the magnifying glass in the top right. An active mission corresponds with that location. There are identifier that provide information of what partakes inside the sector.Īn M with a white circle indicates that this is a mission sector. Entering such a sector leads to immediate shield damage and a possible encounter with an infected carrier.Ĭrews are recommended to travel through zones that they are a faction member, as they are more likely to encounter friendly ships than hostile ones. Infected space is dangerous and should be avoided at all costs. Traveling through neutral space often encounters hostile drones and A.O.G. Corp ships entering their sectors and will shoot on sight. Corporation is notoriously ruthless when it comes to a ship other than W.D. Traveling through CU space can lead to a cargo inspection and search for contraband goods. The Colonial Union space is safe to all factions unless the ship entering is flagged. Neutral is more unpredictable, as ships from any factions can be found there. Certain faction ships are more likely to become across in their respected zones. Blue represents the Colonial Union, orange the Wolden-Dorf Corporation, pink represents the Fluffy Biscuit Company, white represents neutral space ( AOG), and red represents infected space. The default key to open the starmap is and pressing will center the camera onto the ship.įactions have claimed certain sectors of the galaxy, under the galactic zone laws, indicated by the color of the sector icon and the areas of solid color on the starmap. To deselect a waypoint right-click again. These waypoints help pilots identify the correct sector to align to. Captains can chart a course by setting waypoints by right-clicking on a sector. A blue circle around this cone shows how far the ship can warp and which sectors are in warp range. Crews can locate themselves and which direction their ship is facing on the starmap by a white cone. My main complaints about it though is that it can punish humans a lot if they get revived in a bad situation and get killed again as it doubles the punishment and that it can snowball really easily in either direction and potentially negates robots biggest weakness once they get a syringe.The starmap is used for navigation and shows every accessible sector of space. Naturally though, now you not only have punishment for dying but a strong incentive and benefit to stay alive as well! And as stated above you can stock up on revitalizing syringes to get your Max health back and then some. If they were able to they could also take over engineering which was always unguarded and drop power to everything until they got killed or the ship exploded and just come back in 20 secs. Basically, there was no downside to have the captain run over to the enemy's ship and get killed, whereas the benefit was to more or less shutdown every function on the enemy's ship for at least around 8 seconds by pulling the breakers. This was the solution to stop the "suicidal captain" tactic that was extremely prevalent until this. Obvious already provided the answer, so I'll provide a bit of background to this choice.
