rating_8, shooter, pc, android, singleplayer, free, scifi, trading
Goods prices, production demand and station locations table.
Production chains and profits table.
Campaign Walkthrough
At Start your tasks are to fly between stations and occasionally kill some pirates.
For the first skills both energetic weapons mastery and the critical strike are good choices.
You will soon maximize all skills, but better to not be surprised by an overwhelming enemy.
You can buy an additional gun, for your starting Cobra fighter. But instead of upgrading focus on buying Viper fighter, as it has the strongest energy guns.
Continue campaign quests until you get a T4-Gorilla cargo vessel.
At this point you can choose to speed up through the campaign, or spend time building your merchant empire.
Either way I recommend getting a fully upgraded Viper. You can beat everything with this ship, even a star destroyer.
Travel time matters only if you are on mission chasing other fleets.
Your fuel tanks last for 12:30 of thrust time.
If you are concerned about days passing, put thrust time little above 1/2 of travel.
Going below 2 hours will usually lose fuel due to time rounding's.
Avoid refuelling and try to empty your tanks.
Your friend from Syndicate will occasionally refuel your ships for free.
Easy cash by cargo delivery
By delivery missions - the best profit
Smuggling for Syndicate
Supply demand missions for Motus
By trading at Jupiter stations
Buy electronics from Equilibrium
Sell at Stellar Mall and buy some of weapons, spacesuits, ships parts, and hardware
Sell all at Piranha and buy metal parts
Sell at Equilibrium and repeat
For guns upgrade select anti armour rather than anti shield
Some ships and turrets does not have shields
Shields are disabled in atmosphere, your vulnerability make strong guns more needed
As for rockets, select only target seeking missiles.
The guide does not have an advantage against normal guns since you still need to lock on target.
You can fire them on any distance
You can speed up through the game, if you want. You have enough firepower and you will get a free bomber to deal with destroyers.
You shall not do this since you will miss most of the game.
Stop campaign progress when they ask you to fly to the wormhole.
The further missions put you in the war with certain factions. This could slow building your empire.
Campaign will give you free ships, but it’s nothing compared to what you can buy for cash.
Campaign will give you a free space station, but its non ideal location and lack of raw minerals makes it worthless.
Increase your faction relation to 100%
Campaign will put you in war with some of the factions neglecting your good relations. The values are not lost and they will return when the war will eventually come to the end.
The easiest way to increase relations is by trading. Each time you trade on a station your relation with it is increasing.
This also gives you xp points so you can quickly upgrade all skills
You can not trade with Syndicate, missions is the only way
Its commanders are: Craig Baxton, Makoto Tanaka, Charlote Vernon, Don Cortina
After you get 100% with everyone in Solar system, you will get the Sunnyboy achievement.
Build your merchandise (see In solar system)
Return to campaign
You will need to destroy some big ships. See battle guide.
Explore the remaining systems.
Park all your ships and use only a single Viper - jumps through wormholes are damaging your ships and one is enough for the whole universe.
You can do exploration before the jumpgate is finished, but there will be nowhere to repair your ship, so you can go only two systems from Solar.
To explore whole galaxy use the following tactic:
If there is an unknown wormhole - jump to it.
If all wormholes are explored - check the map and jump towards the Sun.
If you are eventually lost use this map of the universe:
Battle Guide
Battle and power settings
Start by setting all power into boosters then fly around the enemies, keeping them on the edge of the screen.
This way you face only part of enemies at once.
Slow down, so boosters will recharge a little. Still round opponents.
Disable boosters completely and go for the fight.
You need boosters only for escaping or chasing. In both cases you can recharge boosters out of the fight.
If you use projectile weapons, enable power only for shields.
Looking for a new target, first try to help your other ships.
After battle turnoff weapons and shields.
Recharges are done during travel.
You will be able to enter battle faster - with power already selected.
Boosters will speed up your landing procedure in stations.
Heavy cruisers and destroyers.
Destroy fighters cover first.
Start attacking flagships from the bottom back, a little to the side.
You will be in range of the minimum number of turrets.
After a ride, burn the booster and turn downward. Only little turrets can reach you under the destroyer.
Heavy cannons and torpedo launchers are the toughest turrets. They could need multiple dives and can harm you badly.
Destroy weaker defence first and fire rockets against stronger.
The enemy fleet does not repair, nor they replenish. You can just fire your rockets and come back after reloading.
Ship selection
Best energy weapon ship is a Viper with an additional laser cannon.
Premium Mamba is just only little better since it lacks lasers
Best ammo ship is premium Apocalypse bomber - it’s dual railgun is one shot killer
The alternate ammo ship is Quad with triple chainguns
The Godzilla’s 40mm cannons are nice, all gunboats are very slow.
The Brutus has only one railgun which is not enough for one shot kill and reloads too long.
Cargo vessels
Bronto has the best cargo to fuel rate, 14/3 = 4.57
Rhino is worse 6/2 = 3, but it allows 50% longer flight without the need for refuelling.
If there is ship limit it is larger than 32,
Having 15 transporters removes any pirate treat. Mounted plasma turrets will quickly clear all enemies in rage.
Merchant Guide
Earn credits
There are three options for earning credits:
By missions
Smuggling missions for Syndicate has the highest profit rate
With charisma upgrade, gives 2.1 value of item price for every item.
Easily giving 3k credits per mission.
Number of demanded items is capped at 10
Motus cargo delivery has the highest profit.
Gives 1.7 vale of the item price per item
Deliveries reach 20 items.
Profits are of about 7k credits.
There is no profit difference between mission from character and from the mailbox.
Prisoner transport gives little profit, but does not use your cargo, nor it requires direct travel.
IT is up to you when you want to end this quest.
Passenger transport needs to be executed immediately and fails if you land on a different station.
Profits are very low.
Avoid this kind of mission unless it's a Jedi with his padawan, or you have other reasons for the target station.
Battle missions give very little profit. Do them if you want some shooting.
By trading
Stations will not buy raw minerals or materials, if they do not use them in production. Those are chemicals, uranium, metal parts, minerals, metal ores.
All others - from ship parts to electronics - are high-end products. Those can be traded anywhere.
Prices depend on the amount of goods in the store. Difference between buy and sell price - the spread - goes down with fraction relation and the bargaining skill. When the spread reaches zero, buy and sell prices will be equal.
The average price is when the shop has 10 of an item. The lowest price is at the shop amount of 24. The shop will still buy goods at this minimum price.
Best profits are done on expensive products like Ship Parts and Weapons.
Goods prices, production demand and station locations table.
By production
The unwritten game target is to build your own merchandise empire.
Each station have a limit of 13 facilities, there are three types of stations:
Mines - produces provides raw minerals - oxygen, water, metal ores, minerals, uranium - can be extended to:
produce more minerals of the already produced type.
forge any materials from minerals (metal parts, chemicals nuclear fuel)
Produce nutrients and cash (habitat).
Factory stations, can produce:
High end products
Produce nutrients and cash (habitat).
Outposts can not have production facilities.
Production chains and profits table.
Production can be done in owned stations, and can be automated with transport lines.
Each line can have only one transporter with a capacity of 20 and goes very slow.
Long lines are thus unreliable.
The most prominent production is Habitat, as it produced cash directly to your account
All production requires oxygen and water.
In solar system:
You can not own water nor oxygen produceduction.
Only earth produces them and you must buy it there.
The habitat is not profitable.
It needs two water and one oxygen which costs 39$ (2*14$+11$), gives only 50$ and requires the player to transport both water and oxygen.
The only buyable mine station is Hera around Jupiter, producing only metal ores and minerals. There
are still sensible profit options:Construct only mineral mines and sell it all the Liber (Belt) or CFF Deimos (Mars)
Buy a factory station for production chain and feed it with water and oxygen
The best factory station is Pitagoras as it is also Jupiter’s moon
On Pitagoras produce 2*ship parts and the needed materials (2*hardware, 2*electronics)
On Hera have 6 metal parts forges, 2 chemicals. And the needed minerals one mineral mine and 2 metal mines.
You still have 2 free places for additional 1 chemicals production feeding space suits
In all other systems stick to habitat production.
This linked sheet, an example of Tau-Ceti production, will help control production numbers for each good.
First part is production in a station. Fill it with your current or target production.
Fill with produced goods numbers - two metal mines is production of 6 ores.
Second part is calculated as final station production from sources and requirements.
It is station demands and production seen on the map.
Third is your transport lines - fill it with your transport ideas.
Transport speed is limited and its control is tricky
There is a limit for 20 items per line. Maximum transport depends on distance between stations
If the source station is feeding multiple targets, the closest station will get more goods. The control is harder, but the overall throughput is larger. The more lines makes more transport ships.
Fourth is final production after calculating factories requirements and transport lines. It is to ensure your netto productions.
By exploiting
- When on a cargo station you can exit an reenter the game. The Cargo shop content will reset. This allows for better prices.
- If you have 0% spread with a faction, the actual spread is negative allowing you to get cash for free.
- You buy item from shop, the amount drops and the price rises.
- Now you sell item back at the higher price.