ORCA1911

How to "Open Space"

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:012j: Hello and welcome to my How to "Open Space" guide:012j:

in which I will cover the basics of the free roam mode and some advanced points that could make any player into a successful/rich explorer!

 

Let's begin with the basics!

  1. Players (beginners) need to know that sectors are divided by their danger rating, the higher the number, the more dangerous it gets. Currently, we have sectors with danger rating 1, 7 and 10. The levels also show the minimum ship rank you will need to enter the desired sector.
  2. PvP and PvE modes are similar in some ways but in Open Space it's different, the key element is survival. Don't rely on survivability points, it does not show you your skill at handling difficult situations.
  3. In open space, you will encounter pirates, cybers and aliens. Every group is dangerous in its own way and should not be underestimated.
  4. Always avoid direct conflict in which you can be shot at from more than 2 different angles because you will never know when a random hostile patrol will fly by and join in.
  5. Balance your build on damage resist and focus on regenerative abilities, don't roam the space with a ship that can't regenerate hull at least passively, especially not with a low shield regen.
  6. In space, you can either explore, collect various ores, plunder transports or do daily missions (yellow marker) and/or quests (blue marker). Exploring every sector and collection of trophies grant you additional GS (gold standards) and several achievements, ores will be needed for making new ships and equipment and the daily missions offer monocrystals as a reward (not just money).
  7. The Star Conflict universe is divided into 4 factions (3 of them having 2 subfactions by default), Empire (Wardens and Legion), Federation (Vanguards and Armada) and Jericho (Raid and Techs).The newest faction is called Ellydium and features a hybrid thing between all factions and alien technology. Every faction offers one daily mission (yellow marker) that rewards the player with credits, synergy (experience in other words required for leveling up a ship) and monocrystals on successful completion. To be able to do all 4 missions, the player must dock on each station first to receive the mission objectives and after completing them, return to the station to claim the reward.
  8. All four factions are connected, player wishing to change the faction/main station can either travel to the desired station and dock for free or pay the transfer with credits.
  9. Every faction space has a shortcut to their home station, Ellydium is the exception. The shortcuts are: Empire-Collapsed Laboratory, Federation-Cobalt Mines, Jericho-Ruined Station. Use them wisely for planning your open space route. (scroll down and take a look on the map if in need of orientating)
  10. Every faction has alien gates. They lead to alien sectors known as a)Leviathan, b)Otherworld and c)Inverter. (their locations are: Empire-Captured Dreadnought(a), Ontregos Pass(b), Federation-Research Center(a), Ice Pits©, Jericho-Outpost(b), Abandoned Outpost©. With the latest faction, every home sector now has a permanent gate to Leviathan above their station by default that leads to the Ellydium Theta station. Ellydium is now connected with each faction with just one gate/jump away and can serve as a shortcut to other factions.
  11. There is a KARMA counter that records everything you kill in Open space, therefore, if you kill a lot of enemies like pirates and aliens you get to be the "good guy" with a nice amount of positive karma, but if you kill a lot of allied ships like transports, escort ships and police officers, you'll end up on the dark side of the force with not so tasty cookies meaning you will get negative karma and the criminal status. While being a criminal, you won't be able to dock safely at stations any longer because the police patrol will shoot you on sight in home sectors (they deal an incredible amount of kinetic damage, cca 10k+ per shot), small note to the radar on the upper right side of your screen -> yellow players don't have station protection active, blue players have it enabled and red players are criminals. Station protection is a vital part of your open space adventures because it offers protection from collisions and criminals not being able to kill you. It can be activated MAIN>Options>Game.
  12. Sometimes while flying in Open Space you can encounter a message on your screen saying something about finding some secret documents, decryption ending in <minutes_here>. These documents are high-value loyalty vouchers (15000) from a random subfactions in the game. Don't miss out on the opportunity. Also, there is a catch, you can't send them via the cargo drones, once acquired, you need to go all the way back to the station to dock.
  13. Each Open Space session gain is limited by the rank of the ship you fly. Meaning, your synergy and (somewhat) loot drops are rank dependent. That does not mean you get less in lesser ranks or more from higher ranks in terms of loot, just different loot, but the synergy gained has a specific limit on each rank. The limit on rank 15 ships per session is cca 250 000 synergy points and once its reached, the notifications shows you a zero synergy gain each time you kill an NPC. For the rest of the ranks lower than rank 15 its cca -20 000 per rank (example, for rank 14 the limit is cca 230 000 pts). The limitation gets doubled if you are using a Premium License, meaning, the max obtainable synergy for a rank 15 ship in one OS session is cca 500 000 pts and the lower ranks get cca -40 000 lesser limit (example, for rank 14 the limit is cca 460 000 pts).

Tip: Open space can be accessed through the LAUNCH button>Undock. Don't miss out on the fun!
Once in space, press "M" to open the space map and "TAB" to see the current sector map.

How Alien gates look like
Example:

 

alien gate.jpg

 
 
 
 
 
 
 
 
 

On the map, hover with the mouse pointer over sectors to see their danger rating/ship rank requirements.
Example:

 

screenshot-160301-060601.jpg

 
 
 
 
 
 
 
 
 

Here's a map :fed012: 
Showing everything you might need to know or find useful in your exploration:

map.jpg

 

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Now that we covered the basics, let's move on to the slightly advanced part!
>Short intro<

 

In Open Space you can find a lot of awesome opportunities that go hand in hand with how dangerous they can get.

Most players are searching for ores or simply a fast way to earn credits in vast amounts but end up being buried alive with cargo containers they don't need. 
To be effective at searching, looting/plundering, stealing or anything similar in space, a player must learn to cooperate with one or more fellow players. 
The classic RPG's tactic, one tank, one damage dealer and one healer is the best. Everyone gets what they desire with far less struggle, danger and time spent. 

Also, doing anything alone in excessive amount will lead to frustration in which you no longer desire to do it/play it anymore, it's a multiplayer game, don't go singleplayer all over it.

 
 
 
 
 
 
 
 
 

:00999:   FUEL :00999:
 

Every time you step out of a station you have 100 points of fuel.
Many players find themselves in trouble because they don't look at their fuel levels very often and when they do, it's mostly too late.

When out of fuel, the capacitor regeneration is low, making flight and usage of active modules hard to almost impossible, it's difficult to survive without fuel.
 

How to find additional fuel?

Easy! Just look for a pirate station or a transport wreck around you, each container has 50 units of fuel!

Keep in mind that every jump costs 20 fuel units and the gate will not let you jump to another sector if u have less than 25 units of fuel in total.
Anything that uses energy (afterburner and active modules) also uses up fuel, always have some reserve fuel in your cargo because you never know when you'll get into a difficult situation in which can't get additional fuel.

Tip: How to refuel? 
Just press "o" to refuel from fuel containers in your cargohold.

Tip: Planing a long trip?
Every home sector has its own special spawn place for fuel besides from turret platforms, look for a wreck of a transport ship with numerous fuel containers around it.
Each one u take gives 50 fuel units instead of 25 per container from platforms, take as much as you want/need.

Examples:

 

screenshot-160226-071542.jpg

screenshot-160226-071842.jpg

 
 
 
 
 
 
 
 
 

Ore Gathering and Transports

Ore gathering and plundering/killing transports is essentially the same thing, the only difference is while farming ore you will only get the sector specific ore or credits and from transports you could get more varieties of ore and valuable items like loyalty vouchers or even iridium. More on transports can be found <<<HERE>>>

Tip: There are different kinds of transports, ranging from allied to enemy ones, from 2 to 4 escort ships. All of them are similar in loot drops except there are some that drop significantly better loot.
They can be found anywhere, the danger level of the sector does not play any significant role in their spawning. 
Those transports can be only identified by high DPS escort ships and loot drops like 3 golden ores and one green (instead of the usual 2 green and one gold ore chunk).
Needless to say that those golden chunks offer all varieties of items that can be, in their large part, of higher values than the rest.

How they look:

 

screenshot-160226-072010.jpg

screenshot-160226-072258.jpg

 
 
 
 
 
 
 
 
 

Points of Interest

Every sector has a place where you can find fuel, ore, cargo containers and much more.

Examples:

 

screenshot-160226-071520.jpg

screenshot-160226-071818.jpg

screenshot-160226-072042.jpg

 
 
 
 
 
 
 
 
 

Formations of objects can give you a hint if it hides something of value, examples above show sealed containers, pirate stash and other types of containers that can give a fairly nice reward for anyone with an eye for such small things. Don't overlook them.

Example:

 

screenshot-160226-071716.jpg

 
 
 
 
 
 
 
 
 

Objects on the far edge of any given sector (far right in the picture above) can also be perfect hiding places for something of higher value than usual, remember to visit them sometimes.
 

Here are some samples of what kind of ores players can gather in open space

 

ores.jpg

And here is what you can get by refining them:

parts.jpg

 
 
 
 
 
 
 
 
 

Tip:  Looting cargo containers can also give ores as well as other items that are end-products of refining one or combining multiple materials together.
They may prove to be of greater value than other items, make your own priority list before scavenging the space for materials.

 

There are also some small colored booster packs which can be seen from a distance and they are hidden most of the time inside wrecks or between asteroids.
Depending on the color they give various bonuses:

green=hull repair
blue=invincibility
red=damage increase
yellow=maximum speed increased
light blue=shield repair

Some examples of boosters in open space

 

booster.jpg

booster2.jpg

 
 
 
 
 
 
 
 
 

CargoDrones

Surprisingly, some, if not most players, never thought that those small metal objects did anything useful since it didn't show on their radar.
They are very useful, the cargo drones are there to help players so they don't have to travel back to the station every single time their cargo hold gets full, but it comes with a small fee of 10% of the total value sent. Just a small FYI, sometimes cargo drones are not located on the warp gates, those drones are as follows: Vanguard in fed space on top of a guard platform, Eastern mining station above an asteroid complex in the lower middle part of the map and in Devil's Jaw 4400m above the Dreadnought Debris gate.

Tip: Be sure to have some duplicators in stock from time to time.
They can be useful in case there is no cargo drone nearby and the nearest one is too far away and when self-destruct as a station docking shortcut isn't an option because you're carrying valuable cargo.
Simply press ESC and choose the dock option which will consume either one duplicator or 200 GS which is the value of one dupe.
Also, there's a small warning, you will lose all the secret documents you collected while docking with a duplicator.

TIP: How to eject useless cargo?

Simply press enter to get into the free cursor mode, open your cargo bay with "i" and click the cargo you want to eject into space.

Cargo drone

 

screenshot-160226-071913.jpg

 
 
 
 
 
 
 
 
 

-_- Spatial Scanner -_-

 

Probably the best module in the game if judged by the income it could bring to one single player with at least some basic skill of operating it.
If you want to spend money, this module is the best thing you'll ever need.
With the spatial scanner you can find hidden containers in any given sector and they contain the most valuable loot obtainable in open space such as vouchers (random 15k), blueprints, credits ranging from 100K to 1M and several other valuable crafting materials.

For more info about DLC's and GS items <<<CLICK HERE!>>>

Tip: Tier 4 (rank 9-13) scanner can be used efficiently just as much as the tier 5 (rank 12-15)
why&how? = You can use it in sectors above danger lvl
10 on a ship up to rank 13!

Save up on GS for something else in the mean time.

Some examples on how to use the scanner:

 

screenshot-160226-102506.jpg

screenshot-160226-102516.jpg

screenshot-160226-102532.jpg

screenshot-160226-102542.jpg

screenshot-160226-102548.jpg

 
 
 
 
 
 
 
 
 

Basics around the scanner:

Press "X" to turn it off or on.

Color signal representation:

green=random average loot
yellow=green loot with enemies close to it
red=enemies
blue=rare loot
light blue=rare loot with green loot near it
purple=rare loot with enemies close to it

The wider the signal is the closer you are to the desired loot.

 

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Open Space Daily Missions

This is a short guide on how to effectively do the daily tasks that provide a steady income of monocrystals, the most valuable ingredient in the game.
Start collecting them as soon as possible because you will be needing them a lot later on in the game for crafting bigger, meaner and more dangerous ships.

The fastest way would be, of course, to pay to jump to the desired station. The cost for jumping to a station is 80 000 credits at most.

How to compensate for the loss of credits?

While in Empire, do a quick trip to Ontregos Pass sector that's right next to the Guardian (home) sector, go into the Otherworld and kill the Elite Hunter, reward=150 000 credits.
While in Federation, go to the neighboring Ice Pits sector, go into the Inverter to scan the alien inverter, reward=300 000 credits.
Selfdestruct in both cases to dock back to the stations faster.

The max earnings possible from open space missions is 900 000 credits (300k each mission) without the alien assingments.

Best case scenario: spent 160 000cr on 2 jumps with 1 350 000 credits earned back. All done in cca 20 minutes, depending on skill and ships speed.
Worst case scenario: spent 160 000cr on 2 jumps with 690 000 credits earned (80k per mission is the lowest reward), all done in cca 20 minutes.

 

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HOW TO STAY OUT OF TROUBLE

Avoid attacking groups of enemies, especially in higher level danger zones, be smart, take them down one by one.

Remember to use cover, never stay in one place for too long and time your active modules right.

Take as less damage as you can, deal damage as much as you can, don't leave an opening.

Tip: Your ship like any other in open space will deal 100% damage when you fire a frontal hit, 50% if you fire from sides and 25% if u manage to shoot behind you.
Use that to your advantage when fighting NPC's.

 

Common problems/hostiles that may prove difficult to beat in combat: bounty hunters and aliens.

Lesser dangerous ones (but still not to be underestimated) are cybers and pirates. Their aggro range is between 2500m and 4000m.

 

Pirates

They are a bit more troublesome than cybers (cybers look like ordinary ships), they can be recognized by ship decals and skulls.
Both cybers and pirates usually drop low credit loot (under 8k) and some ores of lesser value.

Tactics for cybers and pirates:

Since they move in large groups most of the time, the best way to deal with them is from a distance with a weapon that has AoE damage.

Don't let them swarm you.

Pirate example:

 

pirates.jpg

 
 
 
 
 
 
 
 
 

Bounty hunters

Bounty hunters (massive EM damage dealers) are not hostile in some sectors, but when they are, be prepared for a difficult fight (depending on the danger level of the sector you're in).
Most common loot obtainable from bounty hunters are medium credit items (8k to 60k).

Tactics:

They are usually hull tanks with massive firepower, just stay behind them, that is their blindspot.
They use mostly slow firing EM type of main weapon and a cruise missile that deals thermal damage. Both can be evaded with some basic maneuvers.
Aggro range between 3000m and 4500m.

Bounty hunter example:

 

screenshot-160226-072137.jpg

 

 
 
 
 
 
 
 
 
 

ALIENS

Aliens=biomorphs, scouts, hunters, predators and defilers.

Tip: From time to time a sector gets invaded by aliens, these aliens are much stronger than the default ones, it's best to avoid them.

Biomorphs are the weakest ones and can be taken out relatively easy unless if they fly in high numbers. In that case quickly take one by one down before they get close.
They use EM weapons and have no missile mounts. The damage is small if maneuvered correctly.
Aggro range between 3000m and 4000m.

Tip: There are two types of biomorphs, the first one is a derelict ship infected with a alien space virus and the second one is a much stronger full-fledged alien that appears only in a invasion scenario.

Biomorph example:

 

bio.jpg

 
 
 
 
 
 
 
 
 

Scouts are a nightmare for almost any beginner who made the mistake thinking they were semi-easy to kill, they're not. They can take a fairly huge amount of damage before going down and they should not be attacked head on, especially not if there is more than one scout. Sometimes they can be stronger than the hunter.

Best way to deal with them is hit&run.

Pick one scout, spam everything on him and run until the cooldowns are up, ignore/avoid the rest until the main target is dead, repeat for the rest.
Aggro range between 3000m and 4500m.

Scout example:

 

screenshot-160301-061118.jpg

 
 
 
 
 
 
 
 
 

Hunters and Predators tend to fly together sometimes so be aware of that. In higher danger sectors they can deploy combat drones.
Once in a fight with them, there is barely any chance to escape or hide.

Hunters are easy to kill, BUT it requires at least some skill not be blown to pieces when they catch you.
Avoid going in front or back, they can't shoot from sides, in that case they only use pulsar as a backup/defense maneuver which isn't as lethal as their main EM weapon.
Aggro range between 3500m and 4500m.

Hunter example:

 

hunter.jpg

 
 
 
 
 
 
 
 
 

Predators are hard to kill and without additional help or skill not advised to attack, they are tanks and high EM damage dealers. They have a pulsar much stronger than the one hunters have.
Killing them solely on 1 versus 1 basis is impossible without hit and run tactics and using asteroids and wrecks as shields/hiding places.
Best possible solution is to pick something agile and small with high damage output, their main EM weapon deals tremendous damage but the trajectory is slow and if fast enough, can be easily avoided.
Avoid taking damage from their pulsar.
Aggro range between 5000m and 6500m.

Predator example:

 

pred.jpg

 
 
 
 
 
 
 
 
 

Defiler is a gigantic alien ship that has countless turrets that kill anything that comes too close to it. DO-NOT-ATTACK.

Important tip: NEVER get close to a Defiler, ever, which is probably 6-8000m.

It can be killed only with a well-coordinated team of various types of ships.
It's not as aggressive as the other aliens until being too close to it.

Defiler examples:

 

defiler1 (3).jpg

defiler1 (4).jpg

defiler1 (1).jpg

defiler1 (2).jpg

 
 
 
 
 
 
 
 
 

Biomorphs and Scouts drop credit items ranging from 4k to 30k. Hunters and Predators are a bit better, they drop credit items ranging from 16k to 60k, in rare cases only Predators drop 100-150k credits.

 

ALIEN SECTORS

Like I said earlier, there are 3 Alien Sectors: LeviathanOtherworld and Inverter. While Leviathan offers no assignments, there are a lot of Aliens and loot for players to either shoot down, loot, or both. Otherworld and Inverter offer daily missions with some impressive easy2get rewards/credits.

In Otherworld you can find an assignment that offers 150 000 credits for killing an Elite Hunter and in Inverter you can find a giant matter inverter, once scanned it offers you 300 000 credits.
Easy money, 450k for barely doing much. Remember to look up the map I provided to make the best and fastest route combining your daily faction mission with assignments and shortcuts.

Once in an alien sector, aside from aliens, there are other objects of interest like alien hulls (remnants of dead aliens) and ores called Ultruite.
The alien hulls mostly drop items in a form of credits from 4k to 150k and in rare cases parts for manufacturing ships (which can be obtained elsewhere for far less effort/danger).
It is worth noting that the alien hulls tend to have a higher chance of dropping monocrystals than most items of the other sectors, except for the higher danger level sectors nearby Fort Muerto.
Ultruite proved to be the wild card of all ores. Most of the time it will give you silicon, crystal and osmium in an equal number. Other ores are not excluded, just a bit less of a common drop.

 

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What ship to use in open space?
 

Depends on what you need and like, best ships for starters would probably be tacklers because they offer the cloak escape in difficult situations.
For plain switching stations, recons special module is the best for fast travel, it's fun and saves a lot of credits and time.
If planing on killing transports, long range frigates, guard frigates or just engis would do just fine.
But it would be difficult to travel long distances with them since frigates are pretty slow moving and can't just escape from combat like the rest.
For fighting and missions, gunships and command ships are the best.
Simple and fast ore collecting is good with ecm and covert ops, only downside cargo hold with 3 spaces as default, premium ships have more storage (+2 storage spaces by default).
If purchasing premium ships is too costly for you, there are slightly cheaper options like hull extender module which grants additional storage space.
Destroyers, well, only con - they are slow (the federation destroyers are best for open space because of their speed and everything else a destroyer can offer), the rest are all pros.

 

 

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Thank you for reading my guide, I hope it was helpful!

 

:01212:

 

    Star Conflict, ver. 1.4.3.

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nice and short like it :D

lol thx :D

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This guide miss a big part:

Zones have a rank requirement for the ship you use. In a rank 7 zone you can't go with R6- ships.

R10 zones with R9- ones. This isn't explained.

Biomorphs aren't the weakest alienform. Only those T1 ones.

In OS are hidden booster modules(mostly for hull repair) that you can use.

For a zone jump 20% fuel is consumed. Not 20-25.

If you have no fuel left, your energy regen is drastically reduced.

All Aliens deal EM-damage with the exception of a few hunters/predators with pulsar. Cyber use various shipclasses and weapons. But only kinetic/thermal ones.(At least I hadn't encountered a cyber with an EM-weapon)

Every shipclass has its own cargo bay size. Inties 3, fighter 5, frigates (?) and destroyer 12.

Premium ones have +2 on this. A hull module can this increase by 3 up to a maximum of 16 slots.

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it's direct and to the point (^.^)

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I did mention the rank requirements in the basics, Biomorphs are the weakest of the aliens, unless if you are talking about when they invade, in that case every alien is overpowered. Boosters i did forgot. Every time i jump and have 100% fuel, i end up with 78%, it somehow depends on what u fly. The no fuel part i forgot, aliens do mostly em as main, as i mentioned, pulsar is thermal as backup. Cybers use too many different setups (even em sometimes), cant cover them all unless doing it system by system. Cargobay is pretty obvious but i forgot some details about it, thx for reminding me. 

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Updated.

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Good job on the guide, Orca. Can you get it into the wiki?

 

Open space... Empire & Jericho fighters' final stand. It's their swan song. Even then, it requires a module not originally intended for those ships: cruise engine modification.

 

Open space is great for those of us who can get into it.

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Good job on the guide, Orca. Can you get it into the wiki?

 

Open space... Empire & Jericho fighters' final stand. It's their swan song. Even then, it requires a module not originally intended for those ships: cruise engine modification.

 

Open space is great for those of us who can get into it.

 

Thx, the individual ship mods i didnt mention, only the most useful ones. There are a bunch of modules to tweak every ship but that is something players should decide for themselves.

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I did mention the rank requirements in the basics, Biomorphs are the weakest of the aliens, unless if you are talking about when they invade, in that case every alien is overpowered. Boosters i did forgot. Every time i jump and have 100% fuel, i end up with 78%, it somehow depends on what u fly. The no fuel part i forgot, aliens do mostly em as main, as i mentioned, pulsar is thermal as backup. Cybers use too many different setups (even em sometimes), cant cover them all unless doing it system by system. Cargobay is pretty obvious but i forgot some details about it, thx for reminding me.

In the first time I read your post, it was only mentioned about 'danger level' nothing else. No word about 'You need the shiprank of the same level or higher to be able to get into the sector'.

That 'jumps' require more as 20% fuel is due you burn fuel WHILE flying through a sector.

It seem to depend on how long you fly as to how far you do. With my frigate I need 2%+ for just 10km while my tackler do it with 1%. 200m/s vs. 700m/s of course. But jumping itself take only 20%.

And no those superstrong biomorphs can normally be encountered. At least I saw them in packs flying in a normal sector.

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In the first time I read your post, it was only mentioned about 'danger level' nothing else. No word about 'You need the shiprank of the same level or higher to be able to get into the sector'.

That 'jumps' require more as 20% fuel is due you burn fuel WHILE flying through a sector.

It seem to depend on how long you fly as to how far you do. With my frigate I need 2%+ for just 10km while my tackler do it with 1%. 200m/s vs. 700m/s of course. But jumping itself take only 20%.

And no those superstrong biomorphs can normally be encountered. At least I saw them in packs flying in a normal sector.

  1. Players (beginners) need to know that sectors are divided by their danger rating, the higher the number, the dangerous it gets. Currently we have sectors with danger rating 1, 7 and 10. The levels also show the minimum ship rank you will need to enter the desired sector.

It was there in the very first beginning of the thread but ok. I didnt bother looking how much fuel it costs so i wrote 20-25, thats fixed now. I went around space for those biomorphs in the ship on those pictures above, still i consider them fairly to really easy to kill even in a group.

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Thread updated fully now with pictures and detailed stuff about everything i could possibly think of. :D

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One little thing: I've noticed that there are 2 types of the "Biomorph" enemy: there's the lower-level one which has almost no tank, but in the zone where they spawn with the green flickering screen, there are bigger versions with almost the health of an hunter. 

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I consider the common one to be simply an infected derelict ship, thats why its so easy to kill, while the invading aliens are full fledged aliens and the biomorph looks a bit different to me even though they share the same name, i dont consider them as one and the same. 

 

Also worth noting, stuff like these aliens are clearly worth avoiding since there is no reward yet equal to the total effort killing them all on your own. They dont even drop anything significant.

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I consider the common one to be simply an infected derelict ship, thats why its so easy to kill, while the invading aliens are full fledged aliens and the biomorph looks a bit different to me even though they share the same name, i dont consider them as one and the same. 

 

Also worth noting, stuff like these aliens are clearly worth avoiding since there is no reward yet equal to the total effort killing them all on your own. They dont even drop anything significant.

That's in fact the problem I have with aliens, I would like a lot if they dropped something cooler. For example, they could drop the new ship parts for the new premium ships.

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An important thing is missing from this guide: First find a good music that fits for free roaming then undock.  :fed_cool:

That's all.... carry on.

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Sometimes I notice, that a few groups of enemies don't lose their aggro if you remain on the map while most other lose it after you cloak or fly some distance. Does anyone else noticed this?

Aliendrops: It seem they only drop creditsloot or in rare cases iridium. Have anyone found other things from them?

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An important thing is missing from this guide: First find a good music that fits for free roaming then undock.  :fed_cool:

That's all.... carry on.

 

You're on point lol

 

 

Sometimes I notice, that a few groups of enemies don't lose their aggro if you remain on the map while most other lose it after you cloak or fly some distance. Does anyone else noticed this?

Aliendrops: It seem they only drop creditsloot or in rare cases iridium. Have anyone found other things from them?

 

OS can be bugged sometimes, hard to balance it out i guess. As for the loot, i only farm predators since their loot is the only one worth looting in OS.

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And what do they drop? I rarely attack them as I really hate this piece of fufu ships...

Not they are strong with their pulsar, their homing shots, their 5km+ aggro range and their 300m/s+ speed and their 200k+ health and their ability to drag all aggro from near allies...

One thing: If you are you criminal status, avoid the mainstation sector(as it seem the guards follow you even being cloaked) until it run out. Every guard is behind you to kill you AND you can't dog while being marked as criminal.

Edit: Reading about blue booster: Either you made a mistake or I haven't encountered them. The blue ones I found was a few seconds invulnerability(like after jump into a new sector).

Have one data about the ultinite(or whatever it's called) in Alien sectors?

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And what do they drop? I rarely attack them as I really hate this piece of fufu ships...

Not they are strong with their pulsar, their homing shots, their 5km+ aggro range and their 300m/s+ speed and their 200k+ health and their ability to drag all aggro from near allies...

One thing: If you are you criminal status, avoid the mainstation sector(as it seem the guards follow you even being cloaked) until it run out. Every guard is behind you to kill you AND you can't dog while being marked as criminal.

Edit: Reading about blue booster: Either you made a mistake or I haven't encountered them. The blue ones I found was a few seconds invulnerability(like after jump into a new sector).

Have one data about the ultinite(or whatever it's called) in Alien sectors?

 

They drop 100k credits items and 150iridium, the rest is all 50k credit items or similar value iridium. I'll add the criminal, im not one so naturally i forgot it. Blue one is my mistake, forgot to fix it, the ultinite is juts like the mineral ore, just different name, it might prove efficient in farming since it has various ores but still it's a lottery to get what u need.

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Update!

added additional:

basic info

spatial scanner info

common drops info

redesigned the layout

added some colors

 

Let me know if I missed something, remember, have fun!

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Cool guide - lots of this stuff can be figured out / inferred in-game with some trial and error and a little bit of exploration/looking-around, but I'm really glad that it was compiled into this post. I'm sure you'll help out a lot of newbies who couldn't find a fuel cell. :)

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2 things:

1) why shouldn't you send BPs via cargo drone? None of them has selling value of over the million and that value is taken into account when sending via cargo drone. In worst case scenario it will cost you a little under 100k 

2) fighting predators is possible even in open area when using proper ship.  I'm using Ronin for that, but any heavy guard will do. Missile shield helps a lot. Properly setup guard can tank a group of predator, hunter and two scouts without much effort. 

 

and regarding ultite (I'm always forgetting proper name for it, sorry) actual loot is a little different than mineral ore. Same story with alien hull, that can even drop plates instead of ore.

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2 things:

1) why shouldn't you send BPs via cargo drone? None of them has selling value of over the million and that value is taken into account when sending via cargo drone. In worst case scenario it will cost you a little under 100k

You do pay 100% of the selling price (10% of the theoretically buying price)
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I can kill a predator with a r7 intie but thats not important now, its a basic how-to for people that don't know much about open space like we do or are just less skilled and want to be, simply put, better.

 

Please don't look at it as a PRO GUIDE because there is no content that needs such a thing, if u manage the basics, you'll manage the rest in a short time period. Easy to play, a bit hard to master kinda thing.

 

Regarding the blueprints, all of them are from 4 to 9 milion credits in the store, if you bought them and if they could be in your inventory for you to see, you'll see that you can sell it for 400 000-900 000 credits only. When you find a BP in open space and it says like 900 000 phase supressor r15, its not gonna cost you 90 000 credits to send it via cargo drone, its going to cost you 900 000 credits because it's the real 10% value of sent stuff.

 

I tested it, its not my imagination, unless they changed it with the last update, that's the reason why you should not send BPs via cargo drone, too damn expensive.

 

Alien space details coming soon.

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