Scientific Data is considered by staff to be worth 30,000 sc each.
Feedback and corrections are welcome.
Created by @Rantari with the help of The Discovery Angels: 17th April 2019
Added @sindroms' infopages for Jumphole and Cruise Inhibitor Generators
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Part I INTRODUCTION
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You may be wondering, what is Scientific Data? It's considered by most players as a secondary currency within the game. Only used to obtain high tech equipment and items for specific purposes. There is a specific way you can earn Scientific Data, below we will go through the kind of ship you'll need, items and locations to visit.
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Part II WHAT YOU NEED
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"Corvo"-Class Civilian Deep Space Explorer
Can be purchased from:
Corfu Base, Omicron Theta System
Freeport 6, Tau-29 System
Price:2,205,001 sc
Any ID can use the Corvo, as it has 260 cargo space.
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"Lucullus"-Class Gallic Liner
Can be purchased from:
Calais Research Facility, Picardy System
Sarcelles Shipping Facility, Ile-de-France System
Vendome Station, Orleanais System
Price:2,056,000 sc
Only certain IDs can use the Lucullus, as it has 4,000 cargo space.
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Once you have purchased one of the above ships, you would be wondering what to do next. Below, there's a list of research stations that you will need to visit. I'd recommend the Heisenberg Research Station in Cologne as it's neutral to most factions. One you get there, pickup a round of 150 Anomaly Scanner Batteries from the Equipment Dealer, these will be used to mine the Scientific Data from the Anomalies.
In the next section, it'll go through the locations where Anomalies spawn. There are only a handful, so I'd recommend from Heisenberg to go to Omega-11. Once you get to Sector D7, near the Asteroid Miner, you will see these lights spawn in. Clicking on them will show that they have a strong Shield and weak Hull. Shoot them with your Anomaly Scanner. Once destroyed, it will drop 5 units of Scientific Data.
Continue mining these Anomalies until you have run out of Batteries, then you must return to a Research Station to resupply, unless you have a friend with you to help restock while you're out there mining. That's more or less it! Not an overcomplicated system.
Your choice if you'd like to keep the Scientific Data for yourself, build a stockpile, sell them off or exchange them for rewards. Rewards have been listed later on in the Guide.
[size=x-large]APPLICATION FOR SCIENTIFIC DATA BONUS[/size]
[b]Name of character receiving the bonus:[/b] NAME
[b]Name of character with the required amount of Data:[/b] NAME
[b]Type of bonus requested:[/b] Reward Type Here
[b]Link to forum roleplay describing the creation of the item:[/b] LINK
[b]Additional Information:[/b] TEXT
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Part VI CRUISE INHIBITOR GENERATOR
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1. Introduction
The "Cruise Inhibitor Generator" is a ''low-tier'' event item which, once deployed via Player Request, will spawn a Cruise Inhibitor Generator Platform in the specified location, programmed with the specified IFF. The deployed platform will, once facing a ship hostile to its IFF, generate a disruption field that will instantly incapacitate all ships within the range of 10 000 meters. Mines, Missiles and other ordinances will also be affected during these ''pulses''. The discharge happens once every few seconds, making sure no ship can engage their cruise engines even after the cooldown timer.
The deployed platform is highly resilient to damage, but not invincible and will often take at least one battleship-grade ship to remove efficiently.
Multiple inhibitors may be deployed by the same player at a time.
2. Acquiring the Item
The item is purchasable via Scientific Data (50 units) or picked up during PVE events as rewards.
3. Using the Item
Once a player has obtained the item, they must submit a Player Request with the following information:
Name of the ship the item(s) are on.
Name of system they are to be deployed in.
Precise coordinates to deploy at (Using the /POS command)
IFF with which to program the inhibitor. Specify HOSTILE IFF if you wish for the generator to target all ships.
4. Rules and Limitations
1. The administration team can refuse activating the item if the resulting outcome brings harm to server gameplay. In such cases, the player will be PMed back to make adjustments to their request.
2. Deploying the item must be considered with restraint. You may not, for example, deploy a Liberty Rogue disruptor right in front of Manhattan's docking ring.
5. Questions
Will be answered in this thread.
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Part VII JUMPHOLE GENERATOR PARTS
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1. Introduction
The "Jumphole Generator" is a semi-permanent event item (Literally, it spawns events), that is the key part and instigator of the "Jumphole Connection" event series. It is an IRP item that is considered to be a very advanced type of technology, comparable to that of Jump Drives and Cloaking Devices and is used to create temporary and highly unstable jumphole anomalies at a specified location. While the player has complete control where to put the ''entrance'' to the jumphole, the exit is semi-randomized. The generator also has a small chance to fail catastrophically, which would trigger a whole different kind of event.
2. Acquiring the Item
Unlike other event items, the Jumphole Generator needs to be assembled from ten (10) Jumphole Generator Parts. These items cannot be bought and are only added to the game world via admin commands, usually found on hidden bases during mini-events, on certain admin-spawned NPCs and as certain random encounters as well as buying the item off of other players on the forums. The commodity takes up one unit of cargo and, being a commodity, cannot be transferred via Connecticut. The commodity itself also overrides ID engagement rules and allows other players with non-generic IDs to treat the players carrying this item as combat targets. The items also do not have a sell-location, thus costing mere 100$ per unit on all bases.
3. Using the Item
Once a player has obtained 10 parts, they are eligible to start a "Jumphole Connection" event. The procedure is simple. The person must PM an active server administrator or submit a player request with the following details. Only one generator may be activated per week.
1. Name of the ship with the parts onboard
2. Screenshot + timestamp of the location they wish to activate the event at. Example: http://i.imgur.com/8fcfzVm.png
3. A writeup to a roleplay post regarding the activation of the item. It may be a captain's entry, a transmission, a story - your choice.
Once the item is used, the 10 parts will be removed from the ship's inventory.
The created jumphole (Or the failure state) will be activated on a Friday and will last until monday.
4. Rules and Limitations
1. There are no anonymous generator activation - IRP the sat-buoys will pick up the anomaly as well as the ships in the area. Any and all RP consequences will apply.
2. The generator may not be placed closer than 60k to the nearest dockable station (Or POB). Jump Gates or Jump Holes are not taken into account, however the nearest stations from them on the other side are. The locations of both jumpholes will be publicly revealed upon the start of the event.
3. Generic IDs may only activate the item outside of House Space as defined by the server rules.
4. During the time of the event, IDs that have ZOI in the corresponding systems will have their rights extended to the connected system for the duration of the event.
5. Ship-type limitations may be assigned in extreme cases of abuse or imbalance.
6. Ore prices may be adjusted for the duration of the event if the resulting connection reduces the normal trip by more than half.
7. The administration team can prematurely end the event if they deem that the resulting player actions bring harm to server gameplay. Exercise restraint.
Having done some scanning, I find that the normal usage is 43, and seeing as the maximum number of batteries a ship can hold is 150, that would mean 3 scans per visit.
'I would like to be half as clever as some people like to believe they are' Life is full of disappointments, it is how we handle them that helps to define us, as a person
(04-18-2019, 12:56 PM)Republican.Shipping Wrote: Is there a trigger for these anomalies? Like in Omega 2. I fly around waiting for one to appear but after like 20mins there is still nothing.
Thanks
Pick times with less than 60 people, preferably with less than 45-50.
If you find there are a few NPCs near you, then fly away from them (about 7k), as this will activate a new set of NPCs to appear which could be an Anomaly.
'I would like to be half as clever as some people like to believe they are' Life is full of disappointments, it is how we handle them that helps to define us, as a person
(04-19-2019, 12:36 AM)Aristaan Wrote: Currently based on my extensive tests with player loads:
48+ Do not attempt - anomaly spawn time with best methods is < 20 minutes on average.
36-47 - Average wait time of 15 minutes per anomaly. Runners become inefficient.
23-35 - Average wait time of 8 minutes per anomaly. Full efficiency with a runner.
13-22 - Average wait time of 3 minutes per anomaly. Support multiple runners.
12 and below - Average wait time of 45 seconds. Limitation starts to hit nearly equal with scanning limitations.
Quoted you in the main post to give a more detailed description. Thanks for the help!
1) Anomaly zone in Omicron Lost is placed 10k above plane and its radius is 10k too. Think about it.
Also, anomalies spawn here 2x more slowly comparing to other 3 zones.
2) Spend 43 batteries to take down shield of anomaly, then do only one shot from one gun to kill it without wasting 5 more batteries.
3) Zone in Omega-2 has 6k radius, not 10k. Also, it's a bit bugged.
4) One zone CAN'T support multiple runners. Only 1 anomaly can exist in 1 anomalous zone. Reason for rivalry.
5) It’s better to work in anomaly zone, which has POB selling batteries nearby.
Or to use other characters to transfer batteries via Connecticut. Or to be in pair with AoE-jumping ship. (?)
With the removal of Omicron Lost, has the Anomaly Field been relocated or removed?
If relocated, my only request is to not reveal it's exact location (maybe the cluster it's in) and have us find it instead.