Contact

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Contact intel.png

Contacts are the characters in Starsector that work with the player and have various missions and opportunities. They are located on a specific market and can be talked to by visiting it and using the comm directory. Contacts acquire missions over time, and will usually have several missions to offer to the player, depending on their type, importance, and relationship with the player.

Obtaining and developing contacts

The most common way to make a contact is a bar encounter. Completing a mission or accepting the deal will sometimes generate a potential contact. A potential contact is not yet active, and needs to be developed by clicking a button in the intel menu. They otherwise remain indefinitely and can be deleted.

Sometimes a potential contact can be obtained during a story mission.

There is a limit of 5 contacts that can be developed at once. It's possible to develop a contact beyond the limit for SP 0% XP, but keep in mind that it doesn't increase the maximum - if a contact is later erased, creating a new one will still cost a story point.

A developed contact can be deleted to make room for more, or suspended for SP 100% XP. A suspended contact doesn't function, doesn't count against the limit, and can be redeveloped at any time.

A contact on market that gets destroyed (due to bombardment, decivilization, or because it's a station that got destroyed) is lost.

Special contacts

Contact properties

Each contact belongs to a particular faction. Missions they offer raise relations with that faction when complete. Contacts tend to belong to the faction of the market where they are located, though it's not always the case; pirates, in particular, can be found anywhere. There are no contacts for player's faction: contacts in player's markets will be independent instead.

There are three types of contacts – military, underworld, and trade. Most contacts have one type; it’s possible (though very rare) for a contact to have two.

Each contact has importance: very low, low, medium, high, or very high. Contacts with higher importance have more difficult and more profitable opportunities.

A contact can be designated as a priority contact. Priority contacts offer more missions, and their missions have higher quality. The more priority contacts the player has, the less impact the setting makes. It takes a month for the change in status to take full effect.

Doing missions for contacts will slowly increase player's relation with them, visible in the intel menu. Contacts with higher relationship will offer better missions.

Missions

Main article: Generic missions