Notes
Scenario | Details |
---|---|
Getting Killed | Loose half alignment and experience when getting killed. |
Transwarp Ship | Cost 3 ore/hop |
Transwarp Planet | Cost 400 ore/hop |
Quasar Cannon | Once in sector, you can see the QCannon reaction level before landing if not shielded. |
Quasar Sector Attack | 3 ore = 1 point damage |
Quasar Atmosphere Attack | 1 ore = 1 point damage |
Calculating Planet Ore From Quasar Damage | Hit with 1,000pt damage, Planet uses 3,000 ore. If Sector level set to 10% , then the total planet used 1,000x3 = 3,000 ore, Planet has 30,000 ore |
Player Leaves/Expires | Player's assets are assigned to Rogue Mercenaries |
Player in your Corp Leaves/Expires | Half of the assets are assigned to Rogue Mercenaries!! (NOT GOOD) |
Tricks
Can Transport to a hostile sector if you have a ship there already. The quasar cannons will not fire unless you move.
Towing an unmanned ship into a hostile sector will not be destroyed by quasar cannons and can be teleported to without the quasar canons reacting!
Does it make Sense to Warp with Cargo Tran to get Colonist?
Short Answer: No
Getting Colonist Using Imp. Starship
- Turns =10, Col=129 | Col/turn = 12.9
Getting Colonist Using Cargo Tran and Imp. Starship
- Turns=39, Col=250+84=334 | Col/Turn = 8.5