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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.

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 Explorer and Exo-Scout 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.

  • Cache: A rating that reflects how safe your Stashes are from raids by hostile Contacts or discovery during Rumors.
  • Harvest: How suitable the zone is for harvesting operations.
  • 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 50 cards. There are 25 bad cards (red) that are influenced by Risk Factors (listed below). There are 25 good cards (green) and are influenced by Reward Factors (listed below). The deck is shuffled, and 5 random cards are dealt. Once the hand is played (random card selection), all cards are reshuffled and a new hand is dealt.

Risk Factors Reward Factors Negative Results Positive Results
Icon prop systemsize.png
Planet Size
Icon prop danger.png
Danger Rating
Icon prop reward.png
Icon prop wisdom.png
Captain's Wisdom
Icon prop explorer.png
Explore Skill Pool
Icon prop tactics.png
Tactics Skill Pool

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

[ +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)