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Comment: Starting to add DLC sector information. -IG

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Bug: If entering Auspicious Excavation using the trade lane from Even Temper the cinematic camera may bug and be offset a considerable distance to one side resulting in scenes of empty space being shownshown instead of the normal action packed Albion Skunk getaway.

At this point major changes to the universe occur. After jumping through the gate PMC is set to -20 reputation and will engage all the <player>'s non-trade assets (not subject to normal reputation rules). The DeVries Jump Gate is now operational opening up the entire system for exploration. PMC will also "impound" up to 5 of the <player>'s capital ships randomlyto 5 <player> owned capital ships, which will be recovered as part of the plot at a later time.

DLC system Jump Gates should also become operational at this point. Due to the nature of DLC systems they also allow early access to Omicron to Omicron Lyrae (TTO) and Malestrom (HoL).

Into the Unknown (N/A)

  1. Explore: Superhighway
    Flee: Plutarch Forces
  2. Fly to: Highway 
    Explore

The <player> comes out of the Jump Gate in Twilight Sentinel. Ignore the marker and take the trade lane to heading west getting off at Persistent Darkening. Although Powerful DLC weapons can also be obtained.

The Teladi Outpost (Interlude)

This small DLC adds the Fields of Opportunity system comprising of 2 unusual sectors that are connected between Albion/Far Out/Exhaustless Mines and Omicron Lyrae/Eclipse Clouds/Drippy Ascent. All mechanic vendors in this system offer the Heavy Laser (Slot 1) and Pulsed Maser Mk3 (Slot 2) weapons for the Albion Skunk. Some new ship types are also added, including the very useful Phoenix Marauder. There is also a unique chain mission called The Rising Tide which can be completed for a steam achievement. Trading through the system is very perilous due to pirate factions which will always try to loot traders using fast XL capital ships.

The sector Fields of Opportunity/Serpentine Haze connects with Albion. It possesses no highways, is filled with hazards and has some unique object. The lack of highways means speedy navigation requires extensive use of boost. Hazard zones include electrical storms which periodically deal damage, dense mine fields which will wreck devastation on big or slow ships and radioactive nebulas which will deal heavy continuous damage when entered. The sector is laid out such that there are a number of gaps around huge radioactive nebula clouds. Radioactive nebula can be spotted by a combination of electrical storms and the presence of bright glowing chunks. NPC ships are extremely poor at navigating the hazards, and will often commit suicide by trying to fly through them. The Jump Gate is located inside a huge hollowed out rock near the shipyard at Verdant Profit.

The sector Fields of Opportunity/Fatal Path connects with Omicron Lyrae. It possesses 2 disconnected highways and is filled with a variety of bases and minerals. Boost has to be used to get between the highway networks efficiently. The main highway loop connecting the Jump Gate with the superhighway contains 2 stations. On the other highway are bases for CAR, UA and XEN. The CAR/UA bases seem especially prone to being trashed up by marauding XEN K Class Destroyer ships. The Jump Gate is near the station at Sea-green Oasis.

Heavy Laser is an improved Mining Laser which deals high damage to all objects, not just asteroids. In addition to good DPS, it also has moderate shield penetration allowing it to damage ships and components slightly while still underneath shields. It suffers from poor heat management in the form of initial activation heat cost, continuous heat generation while in use and very slow heat cooldown. Although its 1.5 km range is low, weapon mods can greatly extend this. Much like the Mining Laser, it still requires manual aiming and impacts practically instantly. This weapon is very useful at damaging capital ship engines as it can start damaging them, and slowing down the ship, before the protecting forcefield generators are depleted. It also has use in dogfights since as long as the <player> can aim the targeting cursor accurately then it will always hit and the high damage melts lesser small craft very quickly. Players with the HoL DLC should ignore this weapon as it is obsoleted by the Railgun Mk1.

Pulsed Maser Mk3 is a redesign of the weapon series. It periodically fires glowing sticky spheres which deal very little immediate damage but instead deal continuous stacking damage over a long time. Although the DPS output starts out very low, it quickly ramps up to levels similar to other weapons as more spheres are stuck to the target. It has extremely good heat management allowing for continuous use over extended periods, potentially infinitely if a strong enough cooling rate mod is used. Although it has a massive 3.0 km range, it has slow projectile speed making it hard to hit moving targets. The continuous damage from sticky spheres supresses target shield regeneration. The shield suppression and good damage make it effective at removing capital ship components. Its high DPS and good heat management make it effective at lowering and managing capital ship hulls in preparation for boarding. Usefulness in dogfights is badly affected by the slow projectile speed and the delayed damage. Due to the delayed damage mechanic, practice is needed in order to avoid wasting time by sticking additional spheres to an already as good as dead target.

Heart of Light (Interlude)

Author's Note: As I do not possess or plan to get this DLC currently, all comments are made based on expectations or comments from other people.

WIP

Into the Unknown (N/A)

  1. Explore: Superhighway
    Flee: Plutarch Forces
  2. Fly to: Highway 
    Explore

The <player> comes out of the Jump Gate in Twilight Sentinel. Ignore the marker and take the trade lane to heading west getting off at Persistent Darkening. Although there is a hostile REI Waystation in the zone, it is of no concern.   Use the Long Range Scanner to locate a unique Lockbox behind the station to obtain the Kha'ak Ship Debris from the Kha'ak Relic Collection.   Follow the marked trade lanes to Crimson Rocks.   When approaching the superhighway further into the system Yisha will wonder if "people are living closer to the sun". In the next sector Yisha will detect some unknown ships and after trying to hail them a dogfight occurs. At this point a sub-mission Anonymous Enemies starts.

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Heading back to DeVries at this time will cause a rep loss to -15 with the Argon Government which is enough to prevent docking, trade and missions but not enough that they will shoot on sight. This does not apply to visiting Albion via the TTO or other DLC sectors. The restriction also does not apply to any <player> owned assets like traders.

Start exploring Omicron Lyrae placing trade agents on the various stations. At Drippy Ascent if the <player> has the TTO DLC consider heading south through the Jump Gate to the TU Water Collector in Sea-Green oasis to purchase the Heavy Laser Mk1 and Pulsed Maser Mk3 if not already purchased. The Heavy Laser Mk1 is an upgrade of the Mining Laser Mk1 that does enough damage to be a combat capable weapon with good heat management and also has some shield bypass damage making it efficient for killing heavily shielded surface elements like Capital Shield Generators. The Pulsed Maser Mk3 does considerably more damage than the Pulsed Maser Mk1 and does stacking damage over time making it good for destroying the engines and Jump Tunnel Device of boosting capital ships.

 DLC sectors. The restriction also does not apply to any <player> owned assets like traders.

Start exploring Omicron Lyrae placing trade agents on the various stations. If the TTO DLC is owned and not already explored now would be a good time to do so by taking the Jump Gate south of Drippy Ascent.

WIP