Campaign

From Starsector Wiki
Jump to navigation Jump to search

Campaign mode was originally introduced in the 0.5 Alpha preview.

Overview

In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. The player can move the ship by clicking on a target or a destination. Fleets belonging to factions will also patrol the cosmos. You can choose whether to attack or run from them, although only the Luddic Path and Pirate factions are hostile toward you in the beginning. Hostile fleets that are more powerful than yours will chase and engage you, while less powerful fleets will flee. Note that only some faction fleets will engage the player when their strength is equal.

As the player fights, trades, or completes missions, their character gains experience and levels up. When a player levels up they gain skill points which can be spent on skills.

You can trade crew, supplies, fuel, weapons, and ships at all markets, as well as spend supplies to fully repair your ships. Markets will trade with you based on your standing with their faction, but will only offer repairs if their faction is not hostile towards you. Additionally, planets with a Military Base or High Command have a military sub-market where items and ships not normally available for trade can be bought and sold, if your faction reputation is high enough.

Combat is identical to the Missions mode. After combat, you can chose to take items salvaged from ships that have been disabled or destroyed. Some disabled enemy ships can be salvaged, though they will have D-mods and need crew and supplies to repair.

Using the Refit Screen weapons can be fitted on ships in your fleet, assuming the ship has enough ordnance points and they are of the right type and size for the ship's weapon mount. Hullmods can also be put on your ships at the cost of ordnance points, which vary in cost depending on the ship size.

Fleets will generally spawn from their home planet. Fleets can also emerge from hyperspace into systems via jump-points. Fleets can also dock at a faction's station, after which they will fly down to the planet and despawn.

Colonization

Main article: Colony

Colonies are player-owned settlements on planets within the sector. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits.

Colonization is a fairly simple process; the player is required to simply find a planet, survey it, and expend the required crew, supplies, and heavy machinery to colonize the planet.

Commander Creation

Main article: Commander Creation

When you start a new campaign, the player will be asked to provide a name for their commander, and choose a back story which will affect the ships and cargo they start the game with.

Locations

Play can take place in several populated core sector Star Systems and hyperspace as well as unclaimed systems out in the fringe containing empty planets, domain ruins, [redacted] fleets and stations as well as luddic path and pirate bases.

Trivia

  • The Campaign starts on Day 29, Month 1, Cycle 206.