Patrolling

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Patrolling is one of the major activities that a captain can do in orbit. Of the three primary orbital operations, patrolling is the only activity that is regarded as helpful or beneficial to the zone and its faction below. The text of the Patrol screen will tell you as much. Essentially you are helping to keep the system free of pirates, smugglers and other unwanted types. Patrolling may help you to gain reputation with system's faction owner, making it one of the few ways to do that when the Captain lacks contacts within that faction or trading talents which might otherwise help them. Reputation gain can be most pronounced when that faction is in a conflict as the captain may draw the participate in a conflict card, which, if selected, will change the conflict score in the zone owner's favor and give more significant rep to the captain. Missions may also require that a Captain perform patrolling actions. In this case, they will need to patrol until hitting a "Mission Success" card. Many patrolling cards result in a ship contact with a hostile ship and the Spacer who patrols should be prepared to engage in ship-to-ship combat.

Strategy[edit | edit source]

Like other operations, becoming great at Patrolling will require a dedicated build. Increasing ship Command, Navigation and Tactics Skill Pools should be a key priority. Captains who focus on Patrolling will also need to invest in Talents that will help them determine the results of the card game. Most of these are provided by Military Officer and Zealot crew members, though Gunner, Diplomat and Crew Dog also have single Talents that can help. In the early game, it is best to Patrol often, checking the hand that is dealt at nearly every zone that is 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 Patrolling activities over the planet of their choice.

The Card Game[edit | edit source]

The results of patrolling are determined by a card mini-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 its results may be avoided by a test of certain captain and ship skills. All patrolling actions consume time and 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 military.png
Military Rating
Icon prop tradelaw.png
Trade Law
Icon prop starport.png
Starport Rating
-1 Time Lost 10+ Fuel and Turns
-1 Crew Danger 10-20 Damage to up to 5 Crew
-1 Ship Danger 10-20% Damage to 2 Ship Components
-1 Ship Encounter Unexpected Ship
-1 Bounty Hunters Bounty Hunter Ship
-1 Ship: Explorer Explorer Ship
-1 Ship: Merchants Merchant Ship
-2 Crew Danger 15-30 Damage to up to 8 Crew
-2 Competitive Pirates Hostile Pirates
-3 Ship Danger 15-30% Damage to 2 Ship Components
-3 Ship: Bounty Hunter Hostile Bounty Hunter
-3 Pirate Attack Hostile Pirate Ship
-4 Ship Encounter Powerful and unexpected Ship
-4 Crew Danger 20-40 Damage to up to 15 Crew
-5 Ship Danger 20-40% Damage to 2 Ship Components
-5 Deadly Accident Death among Crew
-5 Military Patrol Hostile Military Patrol
Icon prop tradelaw.png
Trade Law
Icon prop population.png
Population Rating
Icon prop charisma.png
Captain's Charisma
Icon prop command.png
Command Skill Pool
Icon prop navigation.png
Navigation Skill Pool
Icon prop tactics.png
Tactics Skill Pool
+1 Distress Signal Various Results
+1 Ship: Merchants Merchant Ship
+1 Naval Patrol Military Ship
+1 Ship: Smuggler Smuggler Ship
+1 Intel Leak 2-5 Intel Records
+2 Distress Signal Various Results
+2 Smugglers +3-6 Rep and face Smuggler
+2 Ship: Explorer Explorer Ship
+2 Wreck in Space Recover Fuel, Repair Hull
+2 Uncover Rumor Learn New Rumor
+2 Extort Bribes Up to 3,250 Profit
+2 Ship: Smuggler Smuggler Ship
+2 Credit Skim Up to 1,950 Profit
+2 Intel Capture 4-8 Intel Records
+3 Wreck in Space Recover Fuel, Repair Hull
+3 Raiding Pirate +3-6 Rep and face Pirate
+3 Reputation Bonus +6-12 Faction Rep
+3 Uncover Contact New Contact Introduction
+4 Credits Score Up to 4,550 Profit
+4 Intel Trove 6-12 Intel Records
+4 Foreign Contact New Contact Introduction
+5 Lootable Merchants Merchant Ship


Talents for Patrolling[edit | edit source]

Icon Name Job Required Rank Description Cooldown


Talent patrol upgrade normal.png
PATROL
Commanding Sweep Military Officer 5 When Patrolling a system, replace a card with a Reputation bonus or a Conflict Influence in the case of a Conflict 3 weeks Cooldown


Talent patrol mission normal.png
PATROL
Diehard Defense Zealot 11 When Patrolling a system, replace a risk card with Mission success reward card 3 weeks Cooldown


Talents patrol reroll all normal.png
PATROL
Enduring Defender Zealot 15 When Patrolling a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent patrol craft normal.png
PATROL
Extended Vigil Wing Leader 8 When Patrolling a system as the pilot of an Interdictor craft, increase rewards by 20% + Gunnery Skill 9 weeks Cooldown


Talent patrol mission normal.png
PATROL
Guardian Vigil Military Officer 11 When Patrolling a system, replace a risk card with Mission success reward card 3 weeks Cooldown


Talent patrol xeno normal.png
PATROL
Here Be Monsters Xeno Hunter 5 When Patrolling a system, replace a card with a dreaded Xeno Ship card 3 weeks Cooldown


Talent patrol reroll normal.png
PATROL
Methodical Sweep Crew Dog 1 When Patrolling a system, reroll a risk card 3 weeks Cooldown


Talent patrol passive bonus normal.png
PATROL
Militant Patrol Military Officer 1 When Patrolling a system, increase rewards by 10% + Command Skill 6 weeks Cooldown


Talent patrol pirates normal.png
PATROL
Obsessive Defense Zealot 5 When Patrolling a system, replace a card with a Pirate reward card 3 weeks Cooldown


Talents patrol reroll all normal.png
PATROL
Stalwart Loyalist Military Officer 15 When Patrolling a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent patrol remove normal.png
PATROL
Supremacy of Firepower Gunner 5 When Patrolling a system, remove a risk card 3 weeks Cooldown


Talent patrol craft normal.png
PATROL
Unexpected Swoop Wing Leader 1 When Patrolling a system as the pilot of an Interdictor craft, remove a risk card 3 weeks Cooldown



See Also: Patrolling Notes for some exploratory information on the impact of various statistics on the risks and rewards of patrolling.