Exploring

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Despite the fact that the original age of exploration following the Exodus is over, there remain many wild zones scattered throughout the various quadrants of the Star Traders universe. These wild zones can provide great riches for those willing to explore them, but many also harbor great danger for those who dare to step foot on them. Wild zones may also be a destination for missions given by faction contacts. They provide discreet places for a rendezvous or a good spot to hide a valuable bit of information until it can be picked up by someone else. Exploiting these zones is the wheelhouse of Explorer and Exo-Scout characters. Exo-Scouts are slightly more suited to crew combat which will inevitably be encountered in the wild. To a much lesser extent, Scavengers are also focused on exploring.

Strategy[edit | edit source]

Like other operations, becoming a great Explorer will require a dedicated build. Increasing ship Explore and Tactics Skill Pools should be a key priority. Explorers will also need to invest in Talents that will help them determine the results of the card game. Most of these are provided by Explore, Exo-Scout and Scavenger crew members. In the early game, it is best to Explore often, checking the hand that is dealt at nearly every wild zone that can be visited and only playing those hands that give a reasonable chance of success versus possible negative outcomes. As a Captain's crew and ship develop, they will be able to engage in more extended explorations of the planet of their choice.

Every Wilderness zone has it's own set of statistics that will determine both the risks and rewards of exploration.

  • Exploration: How valuable, rare and unique the zone's exploration results are.
  • Richness: How rich the zone is, in terms of Exploration and Harvesting.
  • Danger: How dangerous operating within this Zone is.

The Card Game[edit | edit source]

In order to explore, a Captain must land in a Wilderness Zone. The User Interface will allow them to explore, create or use a stash or complete a mission. The results of exploring and explore missions are determined by a card game. The Captain will draw 5 cards which are determine by risk and reward factors. He or she may then have the opportunity to modify their draw through the use of crew talents which allow them to redraw, remove or improve a card. Then one card will randomly be selected from the remaining cards providing either a negative, positive or neutral result. If a negative result is drawn it is possible that it's results may be avoided by a test of certain captain and ship skills. All exploring actions consume time but not fuel.

Card Game Mechanics/Logic[edit | edit source]

Card games are based on a deck of cards. Based on the Risk Factors and Reward Factors, positive and negative cards are used to create the deck. Risk and Reward Factors are also used to calculate the chance of Common, Good and Rare positive cards and Risk Factors calculate the Low, Medium and Max Risk changes. These are used to then determine which positive and negative cards are in the deck. For example, areas with higher Common Rewards will feature more +1 and +2 cards, while areas with high Max Risks will feature more -5 cards. Once the hand is shuffled and dealt, 5 cards are shown and the chance to draw any one of those five cards is 20% (random card selection). Upon completion of the hand and after the results of the final card are handled, the deck is reshuffled and 5 new cards are dealt.

Risk Factors Negative Results Reward Factors Positive Results
Icon prop systemsize.png
Planet Size
Icon prop danger.png
Danger Rating

[ - 1 to - 5] Crew Danger
[ - 1 to - 5] Ship Danger
[ - 1 ] Scavenger Combat
[ - 2 ] Pirate Combat
[ - 4 ] Xeno Combat
[ - 1 ] Weeks Lost

Icon prop reward.png
Richness
Icon prop wisdom.png
Captain's Wisdom
Icon prop explorer.png
Explore Skill Pool
Icon prop tactics.png
Tactics Skill Pool

[ +1 ] Raw Resources
[ +1 ] Refined Resources
[ +2 ] Mission success
[ +2 ] Uncover Rumor
[ +2 ] Fuel Depot
[ +2 ] Smuggler's Cache
[ +1 or +4 ] Intel Find
[ +2 to +8 ] Xeno Artifacts
[ +3 ] Ship Wreck (repair and refuel)
[ +3 ] Contact Introduction
[ +3 ] Pirate Treasure (credits and pirate combat)
[ +5 ] Xeno Spore (artifacts and xeno combat)

Talents for Exploring[edit | edit source]

Icon Name Job Required Rank Description Cooldown


Talent explorer xeno normal.png
EXPLORE
Artifact Hunter Exo-Scout 11 When Exploring a Wild Zone, replace a risk card with an Artifacts reward card; however there is a Danger-based chance to draw Artifacts guarded by xeno card instead 9 weeks Cooldown


Talent explorer passive bonus normal.png
EXPLORE
Diamond in the Debris Scavenger 1 When Exploring a Wild Zone, increase reward by 10% + Explore Skill 6 weeks Cooldown


Talent explorer passive double normal.png
EXPLORE
Digging Deeper Explorer 11 When Exploring a Wild Zone, increase all resource or artifact rewards by 30% + Explorer Skill 6 weeks Cooldown


Talent explorer mission normal.png
EXPLORE
Driven Prospector Explorer 11 When Exploring a Wild Zone, replace a risk with a Mission Success reward card 3 weeks Cooldown


Talent explorer reroll normal.png
EXPLORE
Keen Senses Exo-Scout 5 When Exploring a Wild Zone, reroll any risk card 3 weeks Cooldown


Talent explorer upgrade normal.png
EXPLORE
Legacy Seeker Explorer 8 When Exploring a Wild Zone, replace a risk with a reward card 3 weeks Cooldown


Talent explorer remove normal.png
EXPLORE
Light-Foot Tracker Scavenger 5 When Exploring a Wild Zone, remove a risk card 3 weeks Cooldown


Talent explorer craft normal.png
EXPLORE
Long Range Support Wing Commando 8 When Exploring a Wild Zone as the pilot of a Shuttle craft, increase rewards by 20% + Pilot Skill 9 weeks Cooldown


Talent explorer passive bonus normal.png
EXPLORE
Persistent Search Exo-Scout 1 When Exploring a Wild Zone, increase reward by 10% + Explore Skill 6 weeks Cooldown


Talent explorer passive bonus normal.png
EXPLORE
Plentiful Rewards Explorer 1 When Exploring a Wild Zone, increase reward by 10% + Explore Skill 6 weeks Cooldown


Talent explorer rtg normal.png
EXPLORE
Rarest Find Explorer 11 When Exploring a Wild Zone, replace a risk card with an Rare Trade Goods reward card; however there is a Danger-based chance to draw Rare Trade Goods guarded by pirates instead 9 weeks Cooldown


Talent explorer remove normal.png
EXPLORE
Reduced Exposure Explorer 5 When Exploring a Wild Zone, remove a risk card 3 weeks Cooldown


Talent eng explore xp normal.png
EXPLORE
Unforeseen Discovery Engineer 11 When Exploring a Wild Zone, replace a risk card with a Experience bonus card 9 weeks Cooldown


Talents explorer reroll all normal.png
EXPLORE
Unstoppable Hunt Explorer 15 When Exploring a Wild Zone, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent explorer reroll normal.png
EXPLORE
Vigilant Search Explorer 1 When Exploring a Wild Zone, reroll any card 3 weeks Cooldown


Talent explorer reroll normal.png
EXPLORE
Unflinching Risk Xeno Hunter 1 When Exploring a Wild Zone, reroll any card 3 weeks Cooldown


Talent explore xeno normal.png
EXPLORE
Blooded Lure Xeno Hunter 1 When Exploring a Wild Zone, replace a risk card with a dreaded Xeno card with an Explorer Skill chance draw Artifacts guarded by xeno card instead 3 weeks Cooldown