The first thing is Traversing Space
The ship’s computer offers the player a number of options when navigating through the galaxy.
- Dock / Orbit
- Landing Sequence
- Deploy Drones
- Buoy Deployment
- Tow Beam
- Eject Cargo
The second action is Trading
Trading of commodities is a common method of generating $COHO in the game. When a player encounters an outpost, even without docking, they will see an outpost’s buy and sell orders for the three commodity types.
If the player chooses to dock, they can then examine the price of goods available for purchase. The price of a commodity at a given outpost will depend on the supply of goods in its inventory. If an outpost has little or none of a commodity on hand, they will pay a higher price for it. Conversely, if an outpost has a great deal of a commodity, it will pay a lower price. Each outpost has its own supply of $COHO on-hand, which can affect the outpost’s ability to purchase goods.
If the player is a genesis NFT avatar, they will have discounts on certain goods or items, depending on the details of their avatar.
If you use ships you would need Upgrading ships
Ships come with set weapon and storage minimum values that can be upgraded within the limits of their ship’s specifications. Different ships will come with different initial settings and different upgrade limits. Below is a hypothetical ship, its starting limits and its maximum upgrade limits.
Every ship has a shield generator, but it draws its power from the weapons system. When a ship absorbs a hit from another player, or is damaged in any other way, the shield system automatically draws (and thereby depletes) power from the weapons system.
The weapons system of a ship has a maximum charge level. In the example ship above, the weapons system is initially capable of being charged with 75 units of refined cyrillium.
The player might choose to attack with only 1 unit of power to nudge another player or destroy a buoy, or they may turn the energy level to maximum and deplete their entire weapons system in a single shot (if the object being attacked has sufficient defenses to absorb such an attack).
The most interesting thing — Combat
Combat may occur between players whenever two non-aligned players encounter one another. Using available stores of weapons and shields, players may attack, defend and counterattack, or flee to a nearby sector.
When one player decides to attack another player, they must first engage their combat tractor beam (CTB) and select the object in the sector they wish to attack. Once the beam has been locked onto the target, the other player will be alerted and can open a communication channel, attempt to flee or power up their weapons to fire on their attacker.
Every ship has a delay between establishing a combat tractor beam lock and their weapons being sufficiently charged to fire. The delay between weapons lock and firing, between volleys, will vary from ship to ship. In the case of a second volley, the delay is also affected by the amount of energy expended in the volley.
Once the lock has been established and the weapons systems are ready, the player selects how much energy they would like to expend in the attack, and fires. Having fired, the player waits for their weapons system to recharge, during this time the other player may return fire or attempt to flee.
At any time during the engagement either player has the option to break off the attack (i.e. call for a truce), continue firing on their opponent, or attempt to flee to an adjacent sector.
Multiple ships can engage a single ship in combat. In that case, the chaos created by the multi-ship attack will increase the odds for the player under assault to successfully flee from the battle.
If multiple ships attack a single target and destroy it, all are affected by the damage delivered if the destroyed ship is equipped with Rache devices.
And for those who prefer use their brain, not muscles — Alliances and Syndicates
Players can form alliances with other individual players, which can be canceled at any time. Alliances are a simple mechanism to keep one player’s drones from attacking people they have alliances with. Because alliances can be exited at any time, one should use caution with whom they form an alliance. Alliances cannot be formed between an individual player and a syndicate. But a syndicate may make an alliance with another syndicate. Syndicates allow small groups of players to form a unique alliance and create and utilize commonly owned property such as ships or planets.
A syndicate can form a strategic alliance with a limited number of other syndicates. Syndicate-to-syndicate alliances do not allow for shared planets or items between the two organizations, and instead act as “non-aggression pacts,” so that members of aligned syndicates are not attacked inadvertently by the drones, mines or fortifications of the other.