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Comment: corrected for AP3.1 -DSE

The Unfocussed Jumpdrive (obtained as rewards from the PHQ or Operation Loose Ends plots) jumps the player ship to randomly generated sectors that disappear when the player leaves the sector.   There is a small chance the Unfocussed Jumpdrive will jump the player to a random gate in the X-universe (even if the player has not visited that sector previously).   The Unfocussed Jumpdrive can only be used to jump from sectors with a Jump Gate or a Jump Beacon.   Destruction of the return Jump Beacon in sectors with no Jump Gates results in the player being forced to continue jumping to randomly generated sectors until the Unfocussed Jumpdrive chances to take the player back to known space.   There is also a chance that ship equipment will be destroyed when using the Unfocussed Jumpdrive so if possible try to carry spares and perform a checklist when returning.

General Statistics

Energy Cell Costs Per Unfocussed Jump

Ship ClassEnergy Cells
M1 
M2+ 
M2 
M7  
M7M 
M7C  
TL 
TM 
TP 
TS 
TS+ 
M8 
M6 
M6+ 
M3 
M3+ 
M4 
M4+ 
M5  

Chance of Jumping to Known Space

(add your own statistics to the total)

  • Number of Jumps to Known Space Using the Unfocused Jumpdrive =
  • Total Number of Unfocused Jumps =
  • Percent = ?% 

Chance to Damage Equipment

When using the Unfocussed Jumpdrive there is a 3% chance of destroying the equipped Transporter Device, Triplex Scanner and Freight Scanner.   This means it is advisable to also have a Duplex Scanner or a spare on a ship in the hangar.

Randomly Generated Sector Statistics

Size

Randomly generated sectors have a diameter (measured by the number of squares on the sector map grid at normal zoom) ranging between 30km and 120km

Objects spawned in the randomly generated sector spawn at random points in a sphere measured from the centre of the sector with a radius that has a randomly determined range from a 0-3km minimum to a 50-60km maximum.

Asteroids and Rocks

Sectors have a 95% chance to have minerals.   There is then a random number used for each mineral being present.

  • Ore: 0-150 (bell)
  • Silicon: 0-200 (bell)
  • Nividium: 0-100 (decreasing)

If the random number is >25, it is divided by 5 and rounded down to determine the number of spawns for each type of mineral.   Asteroids are created 33% of the time and fields of debris rocks 66% of the time with each mineral spawn having a 30% chance of having a Spacefly swarm also spawn.   All objects are created within the sector minimum and maximum spawn distance

As asteroids in a randomly generated sector are removed when the player leaves do not use mines and rely on mining ships instead.

Enemy Spawns

When entering a randomly generated sector there is a 3% chance of Xenon being present.   There are 3-7 ships spawned and a 90% chance an extra 0-10 Xenon ships will spawn.   The frequencies of each class of ship spawned is determined by the Opponent Balancing System which is dependent on Fight Rank.

There is also a 15% chance that a Xenon Station will also spawn along with 0-20 (2*the bonus spawn number) Xenon M3-M5 ships.

All enemies are spawned within the sector minimum and maximum spawn distance

The Aran

When entering a randomly generated sector there is an 8% chance to spawn an Aran (M1) with 100-300 Energy Cells and between 3-30% hull at a range of between 2*minimal and 3*maximum sector spawn distance ((0-6)-(150-180)km from the centre).   As it spawns with the "Hidden" flag, it will not show up on radar or in the field of Advanced Satellites.

It is recommended to select an asteroid and use F1 to get a view from the asteroid before zooming out with (minus) and using the numpad to sweep the sector.

The player can only obtain 1 Aran from randomly generated sectors as capturing one disables Aran spawning as long as the player still possesses one. 

Ware Spawns 

Randomly generated sectors can spawn 0-11 ware containers.   If the player has very few Energy Cells in the hold of the ship and on docked ships (<800), up to eight containers of 100-500 Energy Cells will gradually spawn (only three exist at any moment) with 4 spawning between 2*sector minimum and maximum spawn distance and another four with both the "Hidden" and "Secret" flags between the sector spawn minimum and maximum spawn distance.

There is a chance other containers will spawn which contain a Pandora Engine Tuning (3%), Pandora Rudder Optimisation (1%) or 1-3 Phased Array Laser Cannons (2%).

These containers spawn at 1.05-1.33x the diameter of the sector size meaning a distance of between 15.75-80km from the centre of the sector.   Pandora Engine Tunings and Phased Array Laser Cannons appear on ship scanners while Pandora Rudder Optimisations have the "Secret" flag meaning a player owned ship needs to pass within 1km for them to appear or for them to be in the field of an Advanced Satellite.   As the tunings can spawn anywhere in the spawn sphere of the sector, players are forced to either use fleets of M5 ships flying at 2km x and z offsets ([16-80] x 9 orders to use the Explorer Command Software) or to use 1-125 (5x5x5 with a distance of 7 squares between each) Advanced Satellites per sector to farm tunings for player/flag ships.   It is advisable to collect the satellites again afterwards for use in other random sectors.