Spying

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The various factions of Star Traders are in intense competition to gain the upper hand over their rival factions. As in any battle, knowledge is one of the greatest weapons any side might wield and so the Princes cultivate networks of spies who will furnish them with the information they need to overcome their peers. Spies may operate at the direct behest of a contact to complete a mission or they may spy independently for profit and to generate intel records that can be sold to contacts for profit and reputation. In Star Traders, spying is primarily done through electronic surveillance and encrypted message interception. Electronics is one of the key skills of spy operative.

Strategy[edit | edit source]

Like other operations, becoming a great Spy will require a dedicated build. Increasing ship Pilot and especially Electronics Skill Pools should be a key priority. Spies will also need to invest in Talents that will help them determine the results of the card game. Most of these are provided by Spy and E-tech crew members. In the early game, it is best to Spy 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 spying activities over the planet of their choice.

The Card Game[edit | edit source]

Spying is done in orbit of a system, by using one the "Spy" operation button on the left side of the interface. Spying can be done in orbit of any urban zone with a Government Rating of 4 or higher. The results of spying 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. All spying actions consume time and 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 Negative Results Reward Factors Positive Results
Icon prop military.png
Military Rating
Icon prop government.png
Government 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 government.png
Government Rating
Icon prop spice.png
Spice Rating
Icon prop navigation.png
Navigation Skill Pool
Icon prop electronics.png
Electronics Skill Pool
Icon prop resilience.png
Captain's Resilience
Icon prop wisdom.png
Captain's Wisdom
+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 Spying[edit | edit source]

Icon Name Job Required Rank Description Cooldown


Talent spy upgrade normal.png
SPY
Clink of Credits Electronics Tech 11 When Spying in the orbit of a system, replace a risk card with a Credit Skim or Score reward card 3 weeks Cooldown


Talent spy mission normal.png
SPY
Cloak and Dagger Spy 11 When Spying in the orbit of a system, replace a risk card with an Mission Success reward card 3 weeks Cooldown


Talent spy remove normal.png
SPY
Espionage Sweep Spy 1 When Spying in the orbit of a system, remove a risk card 3 weeks Cooldown


Talent spy passive double normal.png
SPY
High Stakes Spy 11 When Spying in the orbit of a system, increase all Intel rewards by 30% + Electronics Skill 6 weeks Cooldown


Talents spy reroll all normal.png
SPY
Rampant Theft Spy 15 When Spying in the orbit of a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talents spy intel normal.png
SPY
Scouring Search Spy 5 When Spying in the orbit of a system, replace a risk card with an Intel Records reward card. 3 weeks Cooldown


Talent spy passive rumor normal.png
SPY
Static Talks Electronics Tech 5 When Spying in the orbit of a system, learn a Rumor when scoring a positive result 9 weeks Cooldown


Talent spy remove normal.png
SPY
Swift Sweep Pilot 8 When Spying in the orbit of a system, remove a risk card 3 weeks Cooldown


Talent spy reroll normal.png
SPY
Wide Sweep Electronics Tech 5 When Spying in the orbit of a system, reroll a risk card 3 weeks Cooldown