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Starsector (Video Game)

 Starsector (Video Game)
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 Starsector (Video Game)
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Starsector (Video Game)
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Starsector
 Starsector (Video Game)
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Starsector is an independent role-playing/sandbox/strategy/trading/exploration/space combat game by Fractal Softworks.The Domain of Man's latest expansion effort into the Persean Sector has been halted by the sudden and catastrophic collapse of the interstellar Gate network that connected the burgeoning empire to its colonies. The Persean Sector, struck in the middle of the colonization process by the Collapse, was severely crippled by the sudden destabilization of the colonial supply effort. Partially terraformed worlds were left unfinished and largely uninhabitable, some of them lightly populated by the now decivilized colonists who were unable to leave. The Black Box devices used to build ships and construct colonial industries became priceless and irreplaceable overnight, as the colonists lost the knowledge necessary to construct or even repair them. Desperate factions, from the militaristic Hegemony to the ferociously economic megacorporation Tri-Tachyon, fight over the few remaining habitable worlds, while sending scavengers out into the untouched for centuries border systems to scavenge for long lost blueprints to technology they no longer possess. And many of them don't return, lost either to roving bands of pirates, fundamentalist terrorist cells dedicated to the destruction of industrial society, or the unforgiving and hazardous star systems of the Sector. It has been centuries since the Gate network collapsed, and the Sector is on the decline as more and more technology is irretrievably lost in the conflict for survival. And all the while, something stirs deep in the far reaches of the Sector, something that predates even the Collapse.You start your captaining career with nothing to your name but a few thousand credits, a small crew, and a few combat-capable ships (of various types, start depending) and a support vessel or two, perhaps. Through blood and sweat you will gradually build a fleet, amassing control of fighters, bombers, interceptors, small carriers to repair them in, various frigates, supply transports, fire support ships, destroyers, cruisers, and all the way up to massive capital ships like battleships and fleet carriers. And almost every single one of these ships can be further customized to fit your needs. In time, you may even be able to start your own personal colonies and faction. With sheer firepower, clever tactics, and no small amount of luck, you will eventually grow in power such that you will have the capacity to decide the fate of the factions, be that unifying them or destroying them outright.Combat is hectic and extremely detailed, feeling like the love child of Star Control and MechWarrior. You have direct control over your flagship, and use a tactical map to set objectives and standing orders for the rest of your fleet. Your AI officers will then assign available ships to complete those objectives, leaving your flagship to support the fleet however you feel is best. You have a limited amount of command points to set objectives with, target specific enemy ships, and to position your friendly ships, which regenerate slowly as the battle progresses. While this sounds like a Scrappy Mechanic, it actually works well due to some rather good AI.Larger battles have an element of Capture the Flag to them, with various types of control points appearing on the map that give bonuses when captured. Taking them grants more command points, extra fleet points to call in reinforcements from your main army, and even direct boosts to your fleet such as maneuvering bonuses and radar extension. Capturing these early (and preventing your enemy from doing the same) helps to turn the tide of battle in your favor immensely.The game is still in development, with new versions usually released once every six to twelve monthsnote we don't talk about the nearly two-year gap between 0.9.1 and 0.95. Don't be scared away by the fact that it's still, technically, in alpha; the game is unbelievably feature-rich, and many aspects, like the combat, are already more rich and rewarding than most finished, full-retail games. As you read this, the game is still less than full price to pre-order, which gives full access to the current build.
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DBTropes
 Starsector (Video Game) / int_142f2d88
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Hyperspace Lanes
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Hyperspace Lanes: Patch 0.95.1 added slipstreams, which allow high-speed mono-directional travel around the Sector on the order of 40 burn speednote For comparison, the highest normal sustained burn speeds are 20 and the fastest speeds achievable by "storm surfing" are in the mid-30s and can only be achieved very briefly. FTL travel is certainly possible without them, but they create new routes that are much safer than "storm surfing" and faster than an otherwise more direct route may be due to potentially doubling your speed. Additionally, using a slipstream cuts fuel use in half, which means it's never more expensive than traveling at a speed of 10 outside of a slipstream as fuel use doesn't increase for speeds over 20. If you want a real adventure, try riding one whilst it's in the middle of forming.
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 Starsector (Video Game) / int_15aed120
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Shows Damage
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Shows Damage: Ships glow orange where they have taken heavy damage, which means their armor plating has been stripped away in that spot. This basically means you can create your own weak points in this game. While the glow eventually fades, flashes of light can still be seen emanating from the damaged section. Ships with serious near-permanent damage in the form of d-mods also show significant hull-scarring, making pristine ships stand out all the more.
 Starsector (Video Game) / int_15aed120
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 Starsector (Video Game) / int_15d6b534
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Standard Sci-Fi Fleet
 Starsector (Video Game) / int_15d6b534
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Standard Sci-Fi Fleet: Ships are categorized as fighters, frigates, destroyers, cruisers, and capital ships, though there are further subcategories of each. Each tech base generally has at least one gunship and one carrier at each size level above frigate.
 Starsector (Video Game) / int_15d6b534
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 Starsector (Video Game) / int_17ce80aa
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All There in the Manual
 Starsector (Video Game) / int_17ce80aa
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All There in the Manual: There's an in-game Codex that gives a good level of detail on (almost) every ship, class, and variant in the game, down to individual weapon systems, ship stats, and even the in-universe history of that particular ship or weapon. It's missing a few entries in the current version that the campaign fleet overview shows, but nothing major. Just about the only combat-relevant information, it doesn't tell you are the firing arcs of a ship's weapons. Notably, Spoiler material is also hidden from the Codex (for obvious reasons).
 Starsector (Video Game) / int_17ce80aa
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 Starsector (Video Game) / int_181dfab8
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Anti-Armor
 Starsector (Video Game) / int_181dfab8
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Anti-Armor: Two types: Kinetic and High-Explosive. High-explosive weapons specialize in ablating away armor plates. A special case is the Breach Missile, which is a moderately powerful high-explosive missile that also does a flat 200 points of damage to armor regardless of the strength of the armor in addition to its regular damage, allowing a salvo to rip through even the heaviest armor. Kinetic weapons specialize in overtaxing the ship's shield system, if it has one. If a shield exceeds the ship's flux capacity, it will overload the system and leave it vulnerable for a short period of time.
 Starsector (Video Game) / int_181dfab8
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 Starsector (Video Game) / int_1d364dbd
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Heavily Armored Mook
 Starsector (Video Game) / int_1d364dbd
comment
Heavily Armored Mook: Ships with no shields or very poor ones usually have higher armor and hull ratings to compensate. However, since shields can regenerate and armor plating can't, it will eventually die if focused upon.
 Starsector (Video Game) / int_1d364dbd
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 Starsector (Video Game) / int_1ec5a73c
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Space Fighter
 Starsector (Video Game) / int_1ec5a73c
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Space Fighter: LPCs are what allow ships with a carrier to field these. Fighters have two unique abilities. First, they can fly through (technically over) other objects, including your shields. Second, they can revive and rearm the entire squadron in the middle of battle if any member manages to make it back to a friendly carrier.
 Starsector (Video Game) / int_1ec5a73c
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 Starsector (Video Game) / int_204a1207
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Hyperspace Is a Scary Place
 Starsector (Video Game) / int_204a1207
comment
Hyperspace Is a Scary Place: If you ignore the fleets of pirate raiders and opportunistic "scavengers" feeding off of merchant ships and other travelers, hyperspace still isn't the safest place in the Sector, with rampant hyperspace storms that damage your ships and accelerate you far off course if you're unlucky. Hit too many, and not only will you waste fuel trying to reorient yourself and supplies from the time traveling (and the repairs), you may lose a ship or two. Recent updates have also added "ghosts" to hyperspace in the form of phantom sensor readings; some of them shadow your fleet and keep a fixed distance away no matter how you move, some of them orbit you at incredible speeds even in the middle of deep/dense hyperspace and storms, some of them orbit you and emit energy pulses that very slightly reduce your speed, some of them flock together and then violently scatter as you approach, some of them herald the formation of Hyperspace Lanes, others follow the movements of massive hyperspace storms... none of them can be caught, much less killed, but can sometimes be chased away with an interdiction pulse. There is no explanation for what these things are much less where they came from.
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 Starsector (Video Game) / int_21d70919
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Crapsack World
 Starsector (Video Game) / int_21d70919
comment
Crapsack World: Constant war, loads of piracy, religious fanatic terrorists, and planets that can't survive without trade (which tends to get disrupted by the previous). Not a fun place to live. Even ignoring the immediate threats, the entire sector is in a downward spiral due to the gradual decline of technology as irreplaceable manufacturing bases are lost or destroyed to deny them to another power, remaining poorly-understood technology breaks down, and new technology is viewed skeptically at best by the largest religion in the Sector. While this has been somewhat walked back by recent lore (it used to be that people didn't have the knowledge to build even simpler machines, like tractors or rifles), the tech they can make without blueprints and a nanoforge pales in comparison to what a nanoforge can make.
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 Starsector (Video Game) / int_24cba99f
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Exclusive Enemy Equipment
 Starsector (Video Game) / int_24cba99f
comment
Exclusive Enemy Equipment: The 0.96 update added Sindrian Diktat exclusive Lion’s Guard versions of ships like the Eagle, Falcon, Sunder, Hammerhead, Brawler, Centurion and the Executor (which is a modified Pegasus-class ship also introduced with the update) as well as weapons like the Gigacannon and the Kinetic Blaster. Except for the Executor, there are no blueprints for either the rest of the ships or weapons and they cannot be purchased. The only way to get them is to battle the Lion’s Guard fleets for a chance to salvage them after the battle (or you can let the pirates raid their system and try to salvage whatever they manage to beat).
 Starsector (Video Game) / int_24cba99f
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 Starsector (Video Game) / int_2504772e
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Walking Spoiler
 Starsector (Video Game) / int_2504772e
comment
Walking Spoiler: Nothing can be said about the Omega, their ships, and their weapons without spoiling a surprising part of space exploration. Likewise, Project Ziggurat and Alpha Site cannot be spoken of without spoiling a major part of the main storyline.
 Starsector (Video Game) / int_2504772e
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 Starsector (Video Game) / int_28c502f6
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Tactical Rock–Paper–Scissors
 Starsector (Video Game) / int_28c502f6
comment
Tactical Rock–Paper–Scissors: Most ships have up to three layers of defense: hull, armor plating, and shields. Only hull damage affects the ship, so most of a fight is spent breaching the other ship's defenses to get to the vulnerable crew inside. There are four types of weapons to help with this: high explosive, which is excellent against armor but very weak against shields; kinetic, which is the opposite; energy, which is somewhat effective against all types of defense, and fragmentation, which does little damage against any defense, but will tear hulls to shreds once those defenses are gone (and is also good against missiles and fighters, since they rarely have much defense). There are also EMP weapons, which easily disable weapons and flameout engines but do minimal damage otherwise. Phase ships trade one layer of defense for the ability to be intangible for as long as their flux capacity can hold. However, prolonged cloaking affects the ship's mobility, and has to rely on its armor when outside of p-space. There's also the meta-level of Low-Tech, Midline, and High-Tech ship classes; Low-Tech ships are Mighty Glacier types that focus on armor and ballistic weapons to power through engagements, whilst High-Tech ships focus on speed and shields to hit-and-run. Midline ships tend to be somewhere in between, putting a greater emphasis on versatility. Faction ships are all over the place otherwise, with "P" (Pirate), "LC" (Luddic Church), "LP" (Luddic Path), "TT" (Tri-Tachyon), and other such subtypes floating around which can remix an existing ship's performance in exciting and unpredictable ways - for example, the Atlas Mk.II and Prometheus Mk.II being militarized civilian ships favored by pirates and pathers respectively.
 Starsector (Video Game) / int_28c502f6
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 Starsector (Video Game) / int_29a39f6
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Easter Egg
 Starsector (Video Game) / int_29a39f6
comment
Easter Egg: In the portraits folder in the game files, there is an image of Godiva◊, the cat of Fractal Softworks artist David Baumgart. In the texture folder for planets, one of the files is a rectangular scan of bread◊. A randomly generated system name is Brigador as well as a few pilots being modeled off of Brigadors
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 Starsector (Video Game) / int_2bdae2ae
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Awesome, but Impractical
 Starsector (Video Game) / int_2bdae2ae
comment
Awesome, but Impractical: Antimatter blasters have terrifying firepower and only use a small energy mount, but they're very short-ranged, use more OP than any other small weapon, and, unusually for non-missile weapons, have non-regenerating ammo. They also generate a lot of flux, both for the target and the attacker. Reaper torpedoes, particularly in small mounts. Reaper torpedoes do spectacular high-explosive damage that can shred armor, but they're slow, unguided, have a low fire rate, and have small ammunition capacities. The small missile mount version only holds a single torpedo, so that one shot had best be made count. The Dragonfire DEM torpedoes, on paper they are fairly impressive weapons, capable of unleashing a quick and intense beam that can easily cut through heavy armor from beyond the range of most point defense weapons. However, it's far less effective against shields. It also carries a pitiful amount of ammunition compared to most other conventional torpedo launchers that not only comes with more than twice the ammo but also costs fewer ordnance points to mount. Large ships at low levels: Cruisers and Battleships have extreme damage resistance and damage dealing capabilities compared to Frigates and Destroyers, but they pay for that power with high fuel, supply and crew requirements. They're also slow, both on the battlefield and in the strategic map, with larger ships having a max burn level of 7, meaning getting anywhere is going to take a long time, which consumes more supplies, which large ships already go through like candy. As you level up your character, you can get skills that increase your fuel and supply bunker sizes, reduce your supply consumption, or give a flat bonus to burn level, making the larger ships more economical, but until then, you'll be paying as much to keep them flying as you earn from missions.
 Starsector (Video Game) / int_2bdae2ae
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 Starsector (Video Game) / int_2cb29dd7
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Standard Human Spaceship
 Starsector (Video Game) / int_2cb29dd7
comment
Standard Human Spaceship: Midline ships, especially those that are proper military ships, are generally blocky, relatively wedge-shaped affairs, and generally much more symmetrical than both Low Tech and High Tech ships, and they're painted in tan and varying shades of yellow.
 Starsector (Video Game) / int_2cb29dd7
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 Starsector (Video Game) / int_2d0d35f1
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Hit Points
 Starsector (Video Game) / int_2d0d35f1
comment
Most ships have up to three layers of defense: hull, armor plating, and shields. Only hull damage affects the ship, so most of a fight is spent breaching the other ship's defenses to get to the vulnerable crew inside. There are four types of weapons to help with this: high explosive, which is excellent against armor but very weak against shields; kinetic, which is the opposite; energy, which is somewhat effective against all types of defense, and fragmentation, which does little damage against any defense, but will tear hulls to shreds once those defenses are gone (and is also good against missiles and fighters, since they rarely have much defense). There are also EMP weapons, which easily disable weapons and flameout engines but do minimal damage otherwise.
 Starsector (Video Game) / int_2d0d35f1
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 Starsector (Video Game) / int_2ea22847
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That One Boss
 Starsector (Video Game) / int_2ea22847
comment
Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that Paragon before it wipes out half of your fleet.note The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. It's also an omni-shield, so if it goes down, it can immediately be raised again to confront directional threats. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has twenty-three weapon mounts, so you're taking a beating the entire time you're trying to get past its defenses. To top it all off, it also has a ship system (Fortress Shield) that allows it to temporarily increase its shield efficiency tenfold, while still being able to drain soft flux.
 Starsector (Video Game) / int_2ea22847
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 Starsector (Video Game) / int_2f253c94
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Glass Cannon
 Starsector (Video Game) / int_2f253c94
comment
Glass Cannon: Frigates are usually the squishiest if in a battle with larger-sized ships. However, if they happen to have high-damaging weapons, like say, a Heavy Blaster on a Wolf-class, it can punch above its weight as long as other ships aren't looking them. An Exaggerated example among the frigates is the Mudskipper Mk.II modification. All normal weaponry and shielding of its base design are stripped away to fit in a single large ballistic hardpoint. The result is a tiny, vulnerable frigate capable of packing enormous firepower in a surprisingly quick frame, but basically dies immediately if any proper combat ship looks at it funny. The Pirates' Atlas Mk. II Modified Superfreighter has respectable firepower with two forwards large ballistic mounts and two large missile mounts plus the Accelerated Ammo Feeder ship system, which gives lets it briefly double its ballistic DPS with no increase in flux gain. It also has poor shields and by far the worst armor and hull integrity of all combat capital ships, even far behind the Pathers' Prometheus Mk. II. The Capital-sized Conquest Battlecruiser boasts a great deal of firepower across four large ballistic mounts and two large missile mounts backed up with exceptional flux capacity and dissipation to keep firing them, even if only half the ballistic batteries can be brought to bear on a single target. It also has reasonable maneuverability but has terrible defensive characteristics, with barely more armor and hull than the Odyssey and a very poor shield (unlike the Odyssey, which has a large and quite efficient shield, and also note that the poor efficiency of the shield is balanced against its excellent flux characteristics), even worse than the Atlas Mk. II's.
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 Starsector (Video Game) / int_2fe5444
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Fantastic Ship Prefix
 Starsector (Video Game) / int_2fe5444
comment
Fantastic Ship Prefix: Except for the Pirates and Luddic Path, every faction has a designated ship name prefix. The Hegemony is HSS. The Luddic Church is CGR. The Persean League is PLS. The Sindrian Diktat is SDS, Lion’s Guard ships bear LGS instead. Tri-Tachyon is TTS. The Independents is ISS. The Domain Exploration Derelict is DSS. The Remnants is TTDS. Omega is 01011001. The Player's faction has the option of assigning their own ship name prefix.
 Starsector (Video Game) / int_2fe5444
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 Starsector (Video Game) / int_305bcbb9
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Space Pirates
 Starsector (Video Game) / int_305bcbb9
comment
Space Pirates: A surprising amount of them. They have fairly outdated tech, though, and are a great way to grind crew experience and loot. Ironically, the pirates are probably the least technologically stagnant of the factions, having several unique ships that are crudely retrofitted combat versions of the cargo haulers they steal from traders. Not only that, they have a special mechanic where if blueprints are sold on the black market, those designs will start being incorporated into Pirate fleets after a year or two.
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 Starsector (Video Game) / int_3114c1e5
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Ramming Always Works
 Starsector (Video Game) / int_3114c1e5
comment
Ramming Always Works: Ramming significantly damages both ships involved, especially if a capital ship with a Nitro Boost ability slam into another ship. The Odyssey excels at surprise ramming attacks due to its very brief, extremely high-speed Plasma Burn ability, which instantly pushes it (or any other ship with the ability) to a staggering 620 speed. An Odyssey with its shields down can easily strip its frontal armor and with or without shields, can launch frigates across the map. Properly timed with its missile batteries, an Odyssey ramming attack can be terrifying to even other capital ships. Ships that ram using abilities like Burn Drive and Plasma Burn risk flaming out their engines as well when ramming ships their own size or larger.
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 Starsector (Video Game) / int_327b5216
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Black Market
 Starsector (Video Game) / int_327b5216
comment
Black Market: There are three markets on which it's possible to trade, the open market, the military market, and the black market. The former is the "legal" method but comes at the cost of a hefty 30% tariff that can cut into profit margins quickly. Military markets can only be accessed if the owning faction likes you enough and still has tariffs but will buy anything no-questions-asked as part of a "buyback program." The latter has no such tariffs and opens access to various "illegal" items such as narcotics, harvested organs, and AI cores, but running said market runs the risk of raising suspicion with the factions and increased patrols that, if they find contraband, will destroy it and tank faction relationship. The game encourages relying on loopholes to avoid suspicion while using the black market to make a profit.
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After the End
 Starsector (Video Game) / int_334e48a1
comment
After the End: While the full, extended version of the backstory is only available on the website at the moment, this is the current state of things. The sector of space where the game takes place was in the process of being colonized by the Domain of Mannote the ruling government of Old Earth and its colonies when every capital-G Gate, the best way of conducting interstellar travel, shut down simultaneously. They could not simply go back the long way through hyperspace, because it was an ambitious project to cross the void between galactic arms to start colonization of the Perseus arm - there is not enough technological prowess or resources to launch an exodus back to the Orion arm. Most of those living in the sector were simple colonists, completely reliant on technology yet lacking any understanding of the mechanics of the most advanced and nigh-magical aspects of it. Many planets were only partially terraformed, and the collapse of the gate network left them borderline unlivablenote such as "farm worlds" without farms or even proper soil. Everything quickly went From Bad to Worse, much worse. It's now been 206 years since the Collapse, and ever-increasing amounts of technology have been lost due to the constant conflict. Later releases buttressed this a little by showing there are still places with significant amounts of functioning technology - Chicomoztoc, Kazeron, and Eochu Bres top among them - but all of them have the sword of Damocles hanging over their head in the form of a potential Third AI War which could wipe out humanity in the Sector for good. And even then, the existing or rebuilt technology in the Sector is nowhere near what would be required to try the long trip back to the Orion Spur. The primary thrust of the main storyline involves assisting in the development and understanding of technology that might allow for the reactivation of the Gates, and a way to get back to the Domain heartlands.
 Starsector (Video Game) / int_334e48a1
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Starsector (Video Game) / int_334e48a1
 Starsector (Video Game) / int_34602d5a
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Hegemonic Empire
 Starsector (Video Game) / int_34602d5a
comment
Almost every faction - except the Independents and Pirates - has banned the sale of AI cores and established a bounty system for turning them in, rewarding credits and reputation. Installing cores in your colonies brings significant bonuses - but also confrontations with both Hegemony and the Luddic Path. This measure results from TriTachyon's AI fleet, which became sentient and Turned Against Their Masters, devastating civilization in the sector. The AI Remnants - the surviving AI vessels and cores from First AI War - can be found in systems marked with warning beacons and often send out distress signals to lure unsuspecting ships to their doom. Astute players might also notice that, while TriTach bans the open sale of cores on their markets, their colony overview screens paint a slightly different picture...
 Starsector (Video Game) / int_34602d5a
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Starsector (Video Game) / int_34602d5a
 Starsector (Video Game) / int_34f8042a
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Gratuitous French
 Starsector (Video Game) / int_34f8042a
comment
Other megacorps are mentioned in the descriptions for some items and ships, the largest among them being Fabrique Orbitale.
 Starsector (Video Game) / int_34f8042a
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Starsector (Video Game) / int_34f8042a
 Starsector (Video Game) / int_39b8d3d6
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Boring, but Practical
 Starsector (Video Game) / int_39b8d3d6
comment
Boring, but Practical Energy weapons. They bypass the Tactical Rock–Paper–Scissors used by other damage types entirely, dealing flat 100% damage to shields, armor, and hull alike. The downsides are that they tend to be less flux efficient and have less effective range than ballistic weapons, but high-tech ships that are meant to make use of energy weapons tend to have high flux capacity, dissipation rate and mobility in the first place to make up for those flaws. Fragmentation damage weapons: Like weapons that do energy damage, they do equal damage to shields and armor, though it's instead a quarter of what they do to unarmored, unshielded hulls, but under that poor modifier, most fragmentation weapons have very good flux efficiency and can badly punish lightly-armored targets. Especially against frigates in the early game, they're a boring, yet practical alternative to more dedicated high explosive and kinetic weapons. The Harpoon MRM is a fairly generic missile with a HE warhead that works reasonably well against most unshielded targets. It does, however, come into its own when fired from multiple pod launchers at once for a swarm of twelve or more missiles that will kill any non-capital ship caught with a high flux bar and no flak. The Integrated Targeting Unit hullmod, it's a simple modification that increases weapon range depending on the size of the hull it's installed into, and it doesn't gain any benefits from being built in. However, unless your ship is a melee combatant using Safety Overrides, the Integrated Targeting Unit will likely be the most commonly installed hullmod for every military vessel in your fleet once you've gained access to it. As weapon range plays a very crucial role in combat, the longer your range, the sooner you get to strike the enemy, which matters even more for capital ships that have low mobility to begin with. And unlike the Dedicated Targeting Core you start with, the Integrated Targeting Unit can be installed on any hull size. The Wolf Frigate in all its configurations is reasonably tough, decently powerful, and with the phase shift ability, it can get into and out of trouble easily. It will struggle to take out a destroyer or larger ship, but a fleet of Wolf Frigates can easily overwhelm any single ship on the battlefield. Just like their namesake. Wolf Frigates are also extremely versatile, capable of being missile boats, laser frigates, or ballistic gunboats. Ox tugs are purely utility ships and can't meaningfully haul crew, fuel, or cargo, but each one in your fleet increases its maximum burn by one level. Civilian ships in general. They're not designed for combat and have limited weapons mounts, as well as the Civilian Ship modifier, which reduces armor and hull points, as well as other debuffs, so you don't want to use them to fight if you can help it. But Civilian ships include dedicated freighters, fuel ships and troop transports, as well as salvage rigs and the aforementioned ox tugs. Without them, you'll be an excellent space combat fleet but not much else. With them, you'll be able to salvage a lot from your battles, engage in incidental trade, travel much further than you would be able to otherwise, and crew new ships that you find.
 Starsector (Video Game) / int_39b8d3d6
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Starsector (Video Game) / int_39b8d3d6
 Starsector (Video Game) / int_3c3c90f5
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Overclocking Attack
 Starsector (Video Game) / int_3c3c90f5
comment
Overclocking Attack: The defining trait of combat in the game. Ships have a stat called 'flux', which raises when they use certain weapons, take shield damage, use certain subsystems, etc, and drains slowly over time. If the flux hits capacity your ship overloads, leaving you to drift helplessly while flux dissipates at a snail's pace. At any time you can vent it manually, causing it to drain several times faster than normal but disabling your weapons and shield for the duration. One-on-one combat against shielded enemies usually puts an emphasis on dealing kinetic damage to their shields to force them to either drop shields, vent flux, or cause an overload, leaving you free to unload everything you have into the now helpless ship. Venting speed borders on a One Stat to Rule Them All since it affects combat so drastically.
 Starsector (Video Game) / int_3c3c90f5
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Starsector (Video Game) / int_3c3c90f5
 Starsector (Video Game) / int_3eed59a8
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Explosive Overclocking
 Starsector (Video Game) / int_3eed59a8
comment
Explosive Overclocking: The "Energy Weapon Mastery" skill increases an energy weapon's damage by up to 30% based on the ship's current flux level and how close they are to the target. Of course, handle that flux level poorly, and the ship will either get overloaded from trying to tank a shot with their shield or get their weapons disabled. A common tactic employed by the terrorist Luddic Path faction. All of their ships come with "Safety Overrides" and "Ill-Advised Modifications" hullmods built-in, the first of which immensely boosts their flux dissipation rate and gives them zero flux engine boost regardless of flux level. This makes them drastically faster, capable of absorbing much more damage and significantly boosting their damage output when compared to regular variants of the same class. The major drawbacks of this are heavily reduced range for all weapons and a painful penalty to peak performance time. "Ill-advised modifications" on the other hand, has no benefits and only causes all weapons of the ship to have a chance of randomly failing, sometimes permanently. All of this means that Luddic Path ships have drastically boosted combat stats but quickly start falling apart. "Safety Overrides" can be mounted on player-controlled ships, only at a hefty OP cost and with its range and peak performance time penalties.
 Starsector (Video Game) / int_3eed59a8
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Starsector (Video Game) / int_3eed59a8
 Starsector (Video Game) / int_3f71b00e
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Point Defenseless
 Starsector (Video Game) / int_3f71b00e
comment
Point Defenseless: Strongly averted. A good point defense system can usually take out the majority of missiles in a salvo and wreak havoc against fighter squadrons. Most capital ships have several of them. Consequently, missiles are highly situational and usually only fired at disabled targets. This is one category where Low Tech ballistics have a distinct advantage. Flak cannons have an area-of-effect, rendering any ship that carries them almost immune to bombs, interceptors, and missile spam. The low-tech Gemini freighter is a capable combat carrier solely because it can be fitted with two dual flak cannons. The Integrated Point Defense AI hullmod enables small weapons not tagged as point defense to auto-target missiles and boosts proper point defense weapons. This includes tactical lasers, where their long-range, high accuracy, and decent damage benefit from this.
 Starsector (Video Game) / int_3f71b00e
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Starsector (Video Game) / int_3f71b00e
 Starsector (Video Game) / int_41dd77d
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Zerg Rush
 Starsector (Video Game) / int_41dd77d
comment
Zerg Rush: The "Wolfpack Tactics" skill gives frigates and destroyers substantial damage bonuses when fighting cruisers and capital ships, encouraging this trope.
 Starsector (Video Game) / int_41dd77d
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Starsector (Video Game) / int_41dd77d
 Starsector (Video Game) / int_420c50b7
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A.I. Is a Crapshoot
 Starsector (Video Game) / int_420c50b7
comment
A.I. Is a Crapshoot: Almost every faction - except the Independents and Pirates - has banned the sale of AI cores and established a bounty system for turning them in, rewarding credits and reputation. Installing cores in your colonies brings significant bonuses - but also confrontations with both Hegemony and the Luddic Path. This measure results from TriTachyon's AI fleet, which became sentient and Turned Against Their Masters, devastating civilization in the sector. The AI Remnants - the surviving AI vessels and cores from First AI War - can be found in systems marked with warning beacons and often send out distress signals to lure unsuspecting ships to their doom. Astute players might also notice that, while TriTach bans the open sale of cores on their markets, their colony overview screens paint a slightly different picture... Actually, having an AI Core installed to run a colony of yours works very well in itself, and they can provide several benefits even if not installed as governors. The main problem comes from keeping the Hegemony and Luddic Path from turning hostile because of that. And if you afterward decide to remove a very high-end AI core from the governorship, it will have a perfectly rational self-preservation response...
 Starsector (Video Game) / int_420c50b7
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Starsector (Video Game) / int_420c50b7
 Starsector (Video Game) / int_437e70f5
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What a Piece of Junk
 Starsector (Video Game) / int_437e70f5
comment
What a Piece of Junk: The Derelict Contingent skill can turn any ship with an officer into one of these; the more d-mods the ship has the bigger the benefits the ship gets, the biggest being an up to 75% chance for any incoming hit to only deal 10% of its normal damage. It'll still suffer the usual d-mod effects, but those can be worked around.
 Starsector (Video Game) / int_437e70f5
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Starsector (Video Game) / int_437e70f5
 Starsector (Video Game) / int_45bf382b
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Game Mod
 Starsector (Video Game) / int_45bf382b
comment
Game Mod: The game has excellent mod support, especially considering it's still in alpha. Several mods have already been created that add new ships, stations, and even factions to the game. It helps that much of the game's content is stored in easily edited text files and spreadsheets, and a mod API allows you to implement new features into the game.
 Starsector (Video Game) / int_45bf382b
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Starsector (Video Game) / int_45bf382b
 Starsector (Video Game) / int_474d9eaf
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ExplosivePropulsion
 Starsector (Video Game) / int_474d9eaf
comment
Explosive Propulsion: The 0.96 update adds the Retribution-class Battlecruiser for the Luddic Church and the Nova-class Battlecruiser for the Remnants. The Retribution uses an Orion Drive powered by antimatter charges while the Nova uses a more powerful version called the Nova Burst. In the same update, the Luddic Path also manage to install an Orion Device on their version of the Venture instead of the usual Safety Overrides hullmod.
 Starsector (Video Game) / int_474d9eaf
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Starsector (Video Game) / int_474d9eaf
 Starsector (Video Game) / int_480c69ba
type
Infinity -1 Sword
 Starsector (Video Game) / int_480c69ba
comment
Infinity -1 Sword: The Remnant Radiant-class battleship. It's fast, has a phase skimmer, a huge 270-degree omni shield, three large energy slots and two large synergy (energy/missile) slots, the best innate flux dissipation and flux capacity of any ship (tying the Paragon on flux capacity), and ties the Onslaught for the best hull durability and the Paragon, Prometheus Mk II, and Legion for the second-best armor of any ship. However, it can only be piloted by an AI core unless the incredibly-expensive Neural Integrator hull mod, which eats a staggering 50 ordinance points and cannot be built-in, is installed. It also requires the Automated Ships skill, meaning full use requires two top-level science skills. And even with that 50 ordinance point cost to even be able to pilot it yourself, it's still one of the most powerful player flagships possible, possibly surpassing even the Paragon. It is also staggeringly expensive to deploy at 60 deployment points, tied with the Paragon and only behind the Ziggurat at 75 points. Unlike most ships, it can only be obtained from salvage, so you'll have to beat one and get lucky. The Paragon-class high-tech battleship is arguably the most powerful ship that can be purchased or built in an unmodified game. It has four large energy weapon slots, a formidable array of medium and missile turrets, excellent flux characteristics, an exceptionally-efficient 360-degree Omni shield that its Fortress Shield ability can reinforce, armor second only to the Onslaught, and excellent hull durability under that. Furthermore, it has a built-in targeting core hull mod superior to the dedicated targeting core or integrated targeting unit. Like the Radiant, it costs 60 deployment points and is worth every point. The only drawback is that it is slow and has no mobility-enhancing ability to make up for its plodding pace. XIV Battlegroup designs can only be found in extremely rare blueprints and are broadly superior versions of certain low-tech and midline ships (trading a little speed and turn rate for significantly more armor and better flux capacity and dissipation and a small increase in ordinance points), as well as a snazzy coat of black-and-orange paint. Essentially, they take what low-tech ships are already good at and double down on it. A XIV Battlegroup Onslaught is an unparalleled wall of armored fury. But standing out among them is the XIV Battlegroup Legion, which is not included in the blueprint package and has to be found separately either as an extremely rare single blueprint or as a very rare derelict and changes up the Legion's loadout while other XIV Battlegroup designs retain the same weapon mounts as their standard versions. In particular, it swaps the Legion's medium mounts to ballistics and the large mounts to missiles, which in its turreted mounts, make it almost uniquely capable of truly terrifying missile and torpedo attacks in a way the few other ships with twin large missile mounts struggle to match (all other ships with two large missiles have them in hardpoints except the Astral, which very much emphasizes its fighter compliment over direct combat - the Atlas Mk II having one each canted to port and starboard, making them mostly suitable for guided missiles rather than the torpedoes, and the Conquest has its fixed forwards, but is designed around its powerful ballistic broadsides with the missiles acting more as a supplement). A XIV Battlegroup Legion with a pair of Cyclone Reapers or Hammer Barrages can charge into the fray, tear down shields with its fighters and ballistic weapons, and deliver a terrifying finishing blow not much can really match.
 Starsector (Video Game) / int_480c69ba
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Starsector (Video Game) / int_480c69ba
 Starsector (Video Game) / int_49f8c18f
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Ace Custom
 Starsector (Video Game) / int_49f8c18f
comment
Ace Custom: The ability to spend a story point to build in a modification to a ship allows you to create your own Ace Custom. Built-in mods don't count towards the ship's maximum ordnance points, allowing you to push it beyond the limits normally available. Story points are uncommon but not difficult to get through experience, and if a ship with a built-in mod is destroyed and not salvaged, you get bonus XP equivalent to the number of story points used on that ship, so it's never a waste to tune up a ship just that much more if you can.
 Starsector (Video Game) / int_49f8c18f
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Starsector (Video Game) / int_49f8c18f
 Starsector (Video Game) / int_4a59e6f7
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One Nation Under Copyright
 Starsector (Video Game) / int_4a59e6f7
comment
One Nation Under Copyright: Tri-Tachyon Corporation's eventual goal. They're already a de facto state of similar standing to the Hegemony and Persean League.
 Starsector (Video Game) / int_4a59e6f7
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1.0
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Starsector (Video Game) / int_4a59e6f7
 Starsector (Video Game) / int_515189ab
type
Single-Biome Planet
 Starsector (Video Game) / int_515189ab
comment
Single-Biome Planet: Every planet is defined by a specific type, such as barren, ice, desert, tundra or terran. However, the textures and descriptions avert this. Desert worlds can have small bodies of water for example, and terran worlds are just Earth-like, meaning there's all the biomes you find on Earth present.
 Starsector (Video Game) / int_515189ab
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Starsector (Video Game) / int_515189ab
 Starsector (Video Game) / int_52b9f0cc
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Fixed Forward-Facing Weapon
 Starsector (Video Game) / int_52b9f0cc
comment
Fixed Forward-Facing Weapon: Hardpoint mounts. While they usually have some turning to make smaller adjustments, they are always more durable than turret mounts and can handle recoil better, which means they're more accurate as well (at least for weapons that have spread). Additionally, hardpoints are generally more likely to be larger weapons (eg. a medium weapon on a frigate or destroyer or a large weapon on a cruiser) than turrets. Strictly, not all hardpoints are forwards-facing, though most that are fixed at other angles are missile mounts. Fixing the facing of missile mounts in such ways, such as the Atlas Mk 2's large missile hardpoints being canted off to either side, serves to enforce their use for missiles, rather than unguided torpedoes
 Starsector (Video Game) / int_52b9f0cc
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Starsector (Video Game) / int_52b9f0cc
 Starsector (Video Game) / int_53a7089a
type
Pint-Sized Powerhouse
 Starsector (Video Game) / int_53a7089a
comment
Pint-Sized Powerhouse: The Sindrian Diktat. It controls only a single system, but thanks to its huge market share of fuel and lobster monopoly, can field an army strong enough to go toes to toes with the Hegemony.
 Starsector (Video Game) / int_53a7089a
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Starsector (Video Game) / int_53a7089a
 Starsector (Video Game) / int_53c37297
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Flash Step
 Starsector (Video Game) / int_53c37297
comment
Flash Step: The Phase Skimmer ship system works something like this. While not as powerful as a full phase system, this system stores multiple charges and can allow vessels to quickly disengage when in over their heads and unlike a phase cloak, a ship can have a phase skimmer and shields (though using the phase skimmer drops the shields). There's also a degraded version on the pirate variation of the Wolf-class, which has one less charge thanks to poor maintenance.
 Starsector (Video Game) / int_53c37297
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Starsector (Video Game) / int_53c37297
 Starsector (Video Game) / int_53e1f74c
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Asteroid Thicket
 Starsector (Video Game) / int_53e1f74c
comment
Asteroid Thicket: Battlefields contain asteroids in surprising quantities. Unusually, they do next to nothing to your ships, so you can ram them and continue on your merry way, although they can deal significant damage if struck during the initial "burn" phase. (Collision damage is based on relative mass, and the largest asteroids are only about the size of the smallest frigates, and they also do kinetic damage which is greatly reduced against armor.) Asteroid belts are even downright useful for smugglers, as they'll interfere with your ship's transponders and make it more difficult for patrols to notice and try to stop you for inspections of illegal cargo. Traveling through an asteroid field or ring system at sustained burn speeds has a chance of running you smack into an asteroid: a big chunk of rock bouncing off your drive bubble will slow you down and reduce readiness, unless you're unlucky, in which case it might just severely damage one (or more) of your ships. And bigger ships are more likely to be the target of the damage (and therefore require more supplies to fix)
 Starsector (Video Game) / int_53e1f74c
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Starsector (Video Game) / int_53e1f74c
 Starsector (Video Game) / int_556a4e20
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The Empire
 Starsector (Video Game) / int_556a4e20
comment
The Empire: The Hegemony was founded by a Domain of Man military task force that, coincidentally, arrived in the sector just after the Collapse. They use ancient, battle-tested designs and favor large fleets, heavy armor, and many ballistic and missile weapons. The Hegemony controls some of the best worlds and has plenty of resources, but it's hinted that the gradual loss of technology is starting to take its toll on them. While the Hegemony is neutral towards the player, the task force that founded the Hegemony was mainly composed of disgraced soldiers being used for a glorified science experiment, and the devs have said that they aren't nearly as nice as they appear. Hence they are listed under this trope instead of The Federation and despite the name, they are not an example of a Hegemonic Empire.
 Starsector (Video Game) / int_556a4e20
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Starsector (Video Game) / int_556a4e20
 Starsector (Video Game) / int_589e54d3
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Charged Attack
 Starsector (Video Game) / int_589e54d3
comment
Charged Attack: Some weapons such as the Railgun, Antimatter Blaster or the Gauss Cannon have a short delay in which the weapon charges up before firing. "Interdiction Pulse" campaign skill has your fleet stop for a few seconds while charging an engine-disrupting shockwave. Downplayed somewhat in that it doesn't actually do any damage - it merely stops and prevents the usage of movement-based skills by affected fleets for some time. Especially small fleets may be unable to interdict larger fleets too.
 Starsector (Video Game) / int_589e54d3
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Starsector (Video Game) / int_589e54d3
 Starsector (Video Game) / int_5979acea
type
Fragile Speedster
 Starsector (Video Game) / int_5979acea
comment
Fragile Speedster: The Retribution-class battlecruiser is such a ship for capital size hulls. It has a top speed of 75, making it the fastest crewed capital ship in the entire game, even faster than the Odyssey. Its Orion Drive subsystem allows it to go even faster. And it packs a decent amount of frontal firepower. However, it has less armor than even an Eagle-class cruiser, and it sports a measly 60 degree omni shield with a poor efficiency of 1.2 flux/damage on top of that. The Nova-class battlecruiser fielded by the Remnants takes it one step further, possessing an even higher top speed and an upgraded subsystem capable of providing acceleration so intense that it will likely kill any human crew. While possessing overall superior stats compared to the Retribution, it's still relatively fragile for a capital warship, and its small 90 degree frontal shield makes it very vulnerable to flanking attacks.
 Starsector (Video Game) / int_5979acea
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1.0
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Starsector (Video Game) / int_5979acea
 Starsector (Video Game) / int_5a62c428
type
Exaggerated
 Starsector (Video Game) / int_5a62c428
comment
An Exaggerated example among the frigates is the Mudskipper Mk.II modification. All normal weaponry and shielding of its base design are stripped away to fit in a single large ballistic hardpoint. The result is a tiny, vulnerable frigate capable of packing enormous firepower in a surprisingly quick frame, but basically dies immediately if any proper combat ship looks at it funny.
 Starsector (Video Game) / int_5a62c428
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Starsector (Video Game) / int_5a62c428
 Starsector (Video Game) / int_5b0eaf89
type
Upgrade Artifact
 Starsector (Video Game) / int_5b0eaf89
comment
Upgrade Artifact: Various pieces of Lost Technology can be found while exploring space, and installed in colony-scale industries. The most important of these are Nanoforges, industrial Black Boxes that are essential for the production of quality ships - while corrupted ones are fairly common, a Pristine Nanoforge is one of the rarest things in the game; though stealing one from one of the pre-generated planets is also an option.
 Starsector (Video Game) / int_5b0eaf89
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 Starsector (Video Game) / int_5e782d0c
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Super Prototype
 Starsector (Video Game) / int_5e782d0c
comment
Project Ziggurat. The only ship of its kind, it has an incredible combination of traits that make it the best (player-obtainable) ship in the game, if not the best, period. It's a capital-class phase ship, letting it move swiftly around the battlefield and avoid fire(and its nature as a capital ship means it has the flux capacity to stay in phase longer, and a unique hullmod that reduces the phase cooldown by a whopping 80%), while it also has excellent weapon slots (most notably, being the only phase ship with large weapon slots). And if that wasn't enough, its ship system is the best thing about it: the Ziggurat gradually produces "motes" over time, and activating the system will send them towards your mouse pointer (or at a ship if you point at that), and each mote deals sizable EMP damage, allowing you to disable any ship with a single good volley - and of course, the system can be activated in phase, too!
 Starsector (Video Game) / int_5e782d0c
featureApplicability
1.0
 Starsector (Video Game) / int_5e782d0c
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_5e782d0c
 Starsector (Video Game) / int_5e7eb915
type
Clarke's Third Law
 Starsector (Video Game) / int_5e7eb915
comment
Clarke's Third Law: A lot of the proper high technology of the Domain comes across like this, and gives a little context to the "apocalypse" the Sector is suffering. In truth, a lot of folks in the Sector are still, currently, able to maintain at least something a bit like a 21st-century lifestyle, from what you see in the main quest and various side quests. But some of the colony items you can recover and whatnot paint a picture of wonder: for example, if you recover Soil Nanites and an Alpha Core, and somehow manage to find a planet with other favorable conditions just like the Domain could create at its height, you end up with a planet inhabited by seven digits of people who can feed *a hundred trillion human beings*. A Pristine Nanoforge, too, allows you to build ships at incredible speeds (we're talking a month to build an entire heavy cruiser from scratch, potentially) and effortlessly meet the supply and weapons needs of every single colony you control. This is what people in-universe are desperate to return to; a life unburdened by any want, and practically at Star Trek TNG levels of material post-scarcity.
 Starsector (Video Game) / int_5e7eb915
featureApplicability
1.0
 Starsector (Video Game) / int_5e7eb915
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_5e7eb915
 Starsector (Video Game) / int_610afe0a
type
Flechette Storm
 Starsector (Video Game) / int_610afe0a
comment
Flechette Storm: The Needler family of weapons, which fire concentrated bursts of large needles. They excel at dropping shields and overloading targets due to the high burst damage.
 Starsector (Video Game) / int_610afe0a
featureApplicability
1.0
 Starsector (Video Game) / int_610afe0a
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_610afe0a
 Starsector (Video Game) / int_6114a875
type
Lost Technology
 Starsector (Video Game) / int_6114a875
comment
Lost Technology: As the sector was cut off from the Domain's portal network during its early colonization phase meaning most of the people present when they lost contact with the core were laborers and low-level scientists. Average people who knew how to use the technology present but did not understand how it worked in depth or the full principles behind its operation. As a result, black boxes full of blueprints that can't be copied due to DRM became invaluable as nobody could replicate them nor understand them enough to crack the security protections. Then the sector was ravaged by the AI Wars and a great deal of knowledge and special equipment was lost due to known black boxes being destroyed. However much of it may yet be rediscovered by adventurous explorers finding remnants of the original colonization effort in the fringes where black boxes, nanoforges, and other equipment are still waiting to be found.
 Starsector (Video Game) / int_6114a875
featureApplicability
1.0
 Starsector (Video Game) / int_6114a875
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_6114a875
 Starsector (Video Game) / int_61ff365d
type
Deflector Shields
 Starsector (Video Game) / int_61ff365d
comment
Deflector Shields: Most ships have them, and they come in two types: omni and frontal. Omni can point in any direction and can be rotated towards threats, but tend to have a narrow arc of protection. Frontal only point forwards, but tend to have much wider coverage - sometimes up to 360 degrees. Shields work by transforming damage against them into flux. However, flux added from shield damage does not drain over time like regular fluxnote with the exception of beam weapons, meaning ships have to drop their shields eventually or risk overload. Only the skill Field Modulation allows ships to shed hard flux with their shields up, and even then at a significantly reduced rate and only after it's made elite. Additionally, hull modifications allow adding a crude and inefficient jury rigged shield generator to ships that wouldn't normally have one, as well as options to turn omni shields to frontal or frontal shields to omni, make shields 60 degrees wider, spread to their full width faster, take less damage, and become more efficient.
 Starsector (Video Game) / int_61ff365d
featureApplicability
1.0
 Starsector (Video Game) / int_61ff365d
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_61ff365d
 Starsector (Video Game) / int_64cf3b3f
type
Damage Reduction
 Starsector (Video Game) / int_64cf3b3f
comment
Damage Reduction: Combined with Body Armor as Hit Points - Armor acts as a second set of hitpoints that takes less damage the stronger the armor is, reducing incoming damage as much as 85%. Armor is also localized, such that a ship can have its port armor completely destroyed without touching its starboard armor. Also, even fully-depleted armor still contributes 5% of its max value for the purposes of damage reduction.
 Starsector (Video Game) / int_64cf3b3f
featureApplicability
1.0
 Starsector (Video Game) / int_64cf3b3f
featureConfidence
1.0
 Starsector (Video Game)
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Starsector (Video Game) / int_64cf3b3f
 Starsector (Video Game) / int_64f0c18c
type
Critical Existence Failure
 Starsector (Video Game) / int_64f0c18c
comment
Critical Existence Failure: Any Subsystem Damage apart from armor damage is only temporary, so ships can still perform at peak efficiency in terms of speed and firepower as long as they have even 1 point of hull integrity left. However, a diminished Combat Readiness rating leads to ships performing more poorly (including possibly equipment malfunctions).
 Starsector (Video Game) / int_64f0c18c
featureApplicability
1.0
 Starsector (Video Game) / int_64f0c18c
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_64f0c18c
 Starsector (Video Game) / int_68edd0d1
type
Overdrive
 Starsector (Video Game) / int_68edd0d1
comment
Overdrive: If a ship has an empty flux meter and doesn't raise its shields, they get a hefty bonus to top speed. This makes retreat feasible, as your enemy can't fire at you without losing their own speed bonus. A hull mod also boosts your top speed and map travel speed, but it is extremely impractical as it costs a ridiculous amount of build points and cripples your flux dissipation. The Burn Drive system is this trope taken to an extreme. It disables shields and steering while active, but allows certain glacier-slow low-tech ships to outrun most ships in the game temporarily. You never forget the first time you run into a Hegemony Defense Fleet and see two or three Onslaughts come screaming in.
 Starsector (Video Game) / int_68edd0d1
featureApplicability
1.0
 Starsector (Video Game) / int_68edd0d1
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_68edd0d1
 Starsector (Video Game) / int_6e1e24a
type
Balance Buff
 Starsector (Video Game) / int_6e1e24a
comment
Balance Buff: Patch 0.95.1 made a major buff to the utility of the Burn Drive system common on low-tech ships - it can now be terminated mid-burn, allowing for much finer control of aggression and flexibility when applying pressure against high-tech fleets.
 Starsector (Video Game) / int_6e1e24a
featureApplicability
1.0
 Starsector (Video Game) / int_6e1e24a
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_6e1e24a
 Starsector (Video Game) / int_740f59b4
type
ColorCodedForYourConvenience
 Starsector (Video Game) / int_740f59b4
comment
Color-Coded for Your Convenience: Various weapons are colored according to their damage type. High explosive rounds are yellow or orange. Kinetic weapons are white. Energy weapons are visually distinct enough not to need color coding. You can identify missiles by size, color, and exhaust brightness. A ship's tech level is distinguished by color scheme and exhaust color: red/orange for low-tech, yellow for mid-tech, and blue/grey for high-tech. The factions are associated with their own flag colors, which also shows on ships that certain factions have specifically modified to suit their purposes: The Hegemony is orange. The Persean League is yellow. The Sindrian Diktat is fuchsia purple. The Tri-Tachyon Corporation is deep sky blue. The Luddic Church is green. The Luddic Path is light green. The Independents is light grey. The Pirates is red. The Explorarium Derelict drones is dark grey. The Remnants and Omega are turquoise. The Player's created faction is light sky blue.
 Starsector (Video Game) / int_740f59b4
featureApplicability
1.0
 Starsector (Video Game) / int_740f59b4
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_740f59b4
 Starsector (Video Game) / int_745a226c
type
Easy Logistics
 Starsector (Video Game) / int_745a226c
comment
Easy Logistics: Ammo and missiles are replaced for free after every engagement. A single item type ("supplies") represents all necessary items for keeping a fleet and its crew in working condition. Ship mods and refitting do indirectly cost some supplies in the field (and temporarily reduce performance). Any ship, no matter how damaged, can be (eventually) repaired provided there are enough supplies in your inventory. Accidents can occur when you go over capacity in any of the four supply types (fleet size, cargo, fuel, crew capacity) or when you run out of supplies to maintain your ships. Since everything is shared between ships, losing a capital ship (and its massive storage space) forces you to make some very hard decisions on what to toss. The effects of accidents range from minor cargo loss to hull breaches and the destruction of ships. Fleets may be forced to cannibalize some of their straggling ships for supplies for the rest of the fleet to make it home... Even severe, lasting hull damage can be fixed instantly at any starbase if you can afford to spend the credits to fix it.
 Starsector (Video Game) / int_745a226c
featureApplicability
1.0
 Starsector (Video Game) / int_745a226c
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_745a226c
 Starsector (Video Game) / int_7d5324cf
type
The Federation
 Starsector (Video Game) / int_7d5324cf
comment
While the Hegemony is neutral towards the player, the task force that founded the Hegemony was mainly composed of disgraced soldiers being used for a glorified science experiment, and the devs have said that they aren't nearly as nice as they appear. Hence they are listed under this trope instead of The Federation and despite the name, they are not an example of a Hegemonic Empire.
 Starsector (Video Game) / int_7d5324cf
featureApplicability
1.0
 Starsector (Video Game) / int_7d5324cf
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_7d5324cf
 Starsector (Video Game) / int_7d561d58
type
Too Awesome to Use
 Starsector (Video Game) / int_7d561d58
comment
Too Awesome to Use: Intentionally averted with Story Points, a resource earned as you gain experience for each 25% of a level. These can be used for anything from avoiding dicey engagements to increasing mission payouts to making specific hull mods free so that you can add even more to a ship. A player would be tempted to save them up and only use them where they make the biggest difference, except that each Story Point spent adds "bonus" experience to the player, doubling EXP earned until the bonus is expended. Small-scale or short-term spending of Story Points earns a lot more bonus experience than long-term uses do, so spending them early and often and reaping the bonus EXP leads to earning even more Story Points that much quicker.
 Starsector (Video Game) / int_7d561d58
featureApplicability
-1.0
 Starsector (Video Game) / int_7d561d58
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_7d561d58
 Starsector (Video Game) / int_81c72ad5
type
Vestigial Empire
 Starsector (Video Game) / int_81c72ad5
comment
Vestigial Empire: The Hegemony styled itself as a successor state to the now absent Domain, but for various reasons lacked the power or influence to maintain itself, and is now limited to only about 30% of the core worlds. Nevertheless, its laws and culture form the "default" that other factions model their own around.
 Starsector (Video Game) / int_81c72ad5
featureApplicability
1.0
 Starsector (Video Game) / int_81c72ad5
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_81c72ad5
 Starsector (Video Game) / int_82108e3d
type
Attack Its Weak Point
 Starsector (Video Game) / int_82108e3d
comment
Ships glow orange where they have taken heavy damage, which means their armor plating has been stripped away in that spot. This basically means you can create your own weak points in this game. While the glow eventually fades, flashes of light can still be seen emanating from the damaged section.
 Starsector (Video Game) / int_82108e3d
featureApplicability
1.0
 Starsector (Video Game) / int_82108e3d
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_82108e3d
 Starsector (Video Game) / int_8243d94c
type
All Planets Are Earth-Like
 Starsector (Video Game) / int_8243d94c
comment
All Planets Are Earth-Like: Heavily averted, and indeed a significant point in-universe. There are precious few planets in the sector that are even in the ballpark of habitable, and fewer still that can truly be considered comfortable to humans. The Collapse stunted the sector's nascent terraforming efforts to the point that 200 years later, the combined population of all human settlements is still an order of magnitude smaller than Earth's todaynote Chicomoztoc, the most populous world in the game, has a population in the hundreds of millions. The player can only add at most a handful of millions to the sector population due to caps on the growth of player colonies..
 Starsector (Video Game) / int_8243d94c
featureApplicability
-1.0
 Starsector (Video Game) / int_8243d94c
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_8243d94c
 Starsector (Video Game) / int_834427cd
type
Cap
 Starsector (Video Game) / int_834427cd
comment
The Cap on character levels for the main character is 15, which means that you can only get, at most, 15 skills unlocked (less if you choose to make a skill elite). As there are 40 skills in the game, not counting elite skills, you'll need to really prioritize your character build to get the ones you're interested in.
 Starsector (Video Game) / int_834427cd
featureApplicability
1.0
 Starsector (Video Game) / int_834427cd
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_834427cd
 Starsector (Video Game) / int_8aaa6f4f
type
Character Customization
 Starsector (Video Game) / int_8aaa6f4f
comment
Character Customization: You can refit your ships with a wide variety of weapons, depending on what type of mounts they have (using a slot system reminiscent of MechWarrior 4). You can use leftover build points to install hull modifications or flux capacity/venting speed if you have leftover build points. Additionally, you can customize your character's name (which has smart detection for picking up surnames), portrait (with portraits being one of the easiest things to mod in to the game), and a full array of skills that determine your captain's specialty.
 Starsector (Video Game) / int_8aaa6f4f
featureApplicability
1.0
 Starsector (Video Game) / int_8aaa6f4f
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_8aaa6f4f
 Starsector (Video Game) / int_8af721f7
type
Joke Item
 Starsector (Video Game) / int_8af721f7
comment
Joke Item: The Mudskipper Mk.II. Though it possesses a large weapon mount, it still possesses its original design's poor flux and armor. Even its own description questions why such a ship exists.
 Starsector (Video Game) / int_8af721f7
featureApplicability
1.0
 Starsector (Video Game) / int_8af721f7
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_8af721f7
 Starsector (Video Game) / int_8b93a168
type
Macross Missile Massacre
 Starsector (Video Game) / int_8b93a168
comment
Macross Missile Massacre: To a much lesser extent than most examples (as even single missiles can be deadly in this game), but certain squadrons and some of the larger fire support ships can send multiple salvos of missiles your way. Several missile weapons work this way. The Hurricane MIRV Launcher fires a projectile that splits into smaller ones to pelt a target with a widespread salvo, the Annihilator Rocket Pod launches two unguided rockets a second making it an excellent pressure weapon, especially when multiple are mounted on the same ship. The Locust SRM Launcher rapidly fires forty small highly maneuverable missiles in a single salvo which shreds fighters, frigates, and any armourless destroyers. When a ship is in extreme danger, it can go into 'panic fire' mode, launching most of its missiles in quick succession. The Buffalo Mk.II, lacking shields, almost always registers as mortal danger due to how the "Panic" rule works. The Fast Missile Rack subsystem eliminates the cooldown between launches, meaning ships with this system can fire almost a dozen salvos when a normal ship could fire two. The 0.96 update has the Persean League field the new midline Pegasus-class Battleship, which is designed entirely around this strategy, possessing 4 large missile mounts on top of the fast missile racks system.
 Starsector (Video Game) / int_8b93a168
featureApplicability
1.0
 Starsector (Video Game) / int_8b93a168
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_8b93a168
 Starsector (Video Game) / int_90c018ac
type
Justified Trope
 Starsector (Video Game) / int_90c018ac
comment
The Tachyon Lance justifies this by saying that, despite the weapon's theoretically unlimited maximum range, the projectile is 'hardcoded' to disintegrate and become harmless beyond a certain distance to reduce the chances of severe collateral damage. Several projectiles remain dangerous beyond their listed range — missiles in particular, can still damage anything they collide with even after they run out of fuel. Although they may bounce off anything they hit.
 Starsector (Video Game) / int_90c018ac
featureApplicability
1.0
 Starsector (Video Game) / int_90c018ac
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_90c018ac
 Starsector (Video Game) / int_91e894b4
type
Apocalypse How
 Starsector (Video Game) / int_91e894b4
comment
Apocalypse How: As a whole, Stellar/Galactic Societal Disruption. Smaller, more acute cases down to Continental or Planetary Physical Annhilation exist throughout the sector, with some planets being perfectly pleasant and livable to all terrestrial forms of life but humans thanks to the use of targeted military-grade bioweaponry and other horrors, or orbitally bombarded into a broken hellscape.
 Starsector (Video Game) / int_91e894b4
featureApplicability
1.0
 Starsector (Video Game) / int_91e894b4
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_91e894b4
 Starsector (Video Game) / int_92a1fa1b
type
Damage-Sponge Boss
 Starsector (Video Game) / int_92a1fa1b
comment
Damage-Sponge Boss: Or at least the closest thing to a boss in this type of game, capital ships. Early on, you can have your entire fleet ganging up on a single capital ship for several minutes before it is destroyed. Special mention must go to the Onslaught, which has 1,750 armor and 20,000 hull integrity. There's a reason they form the backbone of the Hegemony System Defense Fleets. Ships with 360 degree shield coverage are worse, since they're immune to flanking. Have fun trying to take down that Paragon before it wipes out half of your fleet.note The Paragon has an exceptionally efficient 360-degree shield emitter that only takes 60% flux from incoming attacks, a 25,000 point flux pool, and dissipates 1,250 points of flux per second. It's also an omni-shield, so if it goes down, it can immediately be raised again to confront directional threats. Even if you manage to get past the shield, it's only slightly less durable physically than the Onslaught. Not to mention it has twenty-three weapon mounts, so you're taking a beating the entire time you're trying to get past its defenses. To top it all off, it also has a ship system (Fortress Shield) that allows it to temporarily increase its shield efficiency tenfold, while still being able to drain soft flux. The Invictus-class Dreadnought introduced in the 0.96a update is perhaps the best playable example now with its absurdly high armor and hull integrity dwarfing the Onslaught. Stations are basically this as they are large defensive structures in orbit around planets. They may not move but they are armed with considerable firepower and it will take a lot of firepower to take them down.
 Starsector (Video Game) / int_92a1fa1b
featureApplicability
1.0
 Starsector (Video Game) / int_92a1fa1b
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_92a1fa1b
 Starsector (Video Game) / int_92f80196
type
The Inspector Is Coming
 Starsector (Video Game) / int_92f80196
comment
The Inspector Is Coming: The Hegemony will send inspection fleets if you use AI Cores on your own planets or operate a freeport. They can be bribed to keep them away (which will cost a story point), but if you don't and refuse to let them take the cores, they will turn hostile against your faction. Alternatively, you can just fight them with the transponder off so they don’t know who you are, which will only result in a slight reputation drop, but beware for 2-3 large inspection fleets of Hegemony firepower is nothing to sneeze at.
 Starsector (Video Game) / int_92f80196
featureApplicability
1.0
 Starsector (Video Game) / int_92f80196
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_92f80196
 Starsector (Video Game) / int_933576c8
type
Mighty Glacier
 Starsector (Video Game) / int_933576c8
comment
There's also the meta-level of Low-Tech, Midline, and High-Tech ship classes; Low-Tech ships are Mighty Glacier types that focus on armor and ballistic weapons to power through engagements, whilst High-Tech ships focus on speed and shields to hit-and-run. Midline ships tend to be somewhere in between, putting a greater emphasis on versatility. Faction ships are all over the place otherwise, with "P" (Pirate), "LC" (Luddic Church), "LP" (Luddic Path), "TT" (Tri-Tachyon), and other such subtypes floating around which can remix an existing ship's performance in exciting and unpredictable ways - for example, the Atlas Mk.II and Prometheus Mk.II being militarized civilian ships favored by pirates and pathers respectively.
 Starsector (Video Game) / int_933576c8
featureApplicability
1.0
 Starsector (Video Game) / int_933576c8
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_933576c8
 Starsector (Video Game) / int_940a5958
type
Artificial Stupidity
 Starsector (Video Game) / int_940a5958
comment
Artificial Stupidity: ...while the AI is very precise and gifted with nearly superpowered reflexes, it's also prone to extreme incompetence which will often make you slap your forehead in frustration. Among most common offences are reckless overextending with total disregard for ship's own safety, chasing faster ships that they have no chance of catching to the edge of the battlefield, blocking friendly ships' line of fire, completely ignoring and running into friendly phase mines, wasting limited ammunition for inappropriate targets (like firing torpedoes at fighters or wasting their entire supply of anti-shield Squall missiles at a lone Hound, which is a small frigate with no shields and way too agile to be hit by those missiles). You will be constantly reminded how painful it is to lose a ship when one of your flimsy carriers suicidally and needlessly rushes into firing range of enemy battlecruisers, or when your phase cruiser decides, for no particular reason, to uncloak in the middle of the enemy armada and in front of their hot cannons, only to be torn to shreds within two seconds.
 Starsector (Video Game) / int_940a5958
featureApplicability
1.0
 Starsector (Video Game) / int_940a5958
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_940a5958
 Starsector (Video Game) / int_95f972d2
type
Nitro Boost
 Starsector (Video Game) / int_95f972d2
comment
Nitro Boost: Many ships, especially Low Tech ships, have some speed boost ability like Burn Drive. Burn Drive in particular, allows Low Tech ships to push an advantage over the otherwise faster High Tech ships, which would otherwise be able to control the terms of engagement.
 Starsector (Video Game) / int_95f972d2
featureApplicability
1.0
 Starsector (Video Game) / int_95f972d2
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_95f972d2
 Starsector (Video Game) / int_980f7fac
type
Hit So Hard, the Calendar Felt It
 Starsector (Video Game) / int_980f7fac
comment
Hit So Hard, the Calendar Felt It: Due to the Collapse, those who live in the Persean sector consider the year it happened as the new Year Zero and use it to measure the time that's passed since the Gates shut down. By the time the player starts the game, it's been 206 years since the Collapse happened. According to older, possibly no longer canon lore, the current year the game is set in would be 3126 in our dating system, with the Collapse having happened in 2920.
 Starsector (Video Game) / int_980f7fac
featureApplicability
1.0
 Starsector (Video Game) / int_980f7fac
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_980f7fac
 Starsector (Video Game) / int_992aa05b
type
Space Friction
 Starsector (Video Game) / int_992aa05b
comment
Space Friction: On the one hand, ships don't slow down if you let go of the 'forward' key. On the other hand, they do have a strictly limited top speed, which is sharply cut if you start firing weapons or raising shields.
 Starsector (Video Game) / int_992aa05b
featureApplicability
1.0
 Starsector (Video Game) / int_992aa05b
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_992aa05b
 Starsector (Video Game) / int_9a1f23bf
type
Controllable Helplessness
 Starsector (Video Game) / int_9a1f23bf
comment
Controllable Helplessness: This is the main effect of a flux overload, where the only that can be done is to move the ship, which assumes the engines also haven't suffered a flameout. Active venting is a deliberate variant, which drains a ship's flux much faster than passive venting but advised to do so when not in immediate danger.
 Starsector (Video Game) / int_9a1f23bf
featureApplicability
1.0
 Starsector (Video Game) / int_9a1f23bf
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_9a1f23bf
 Starsector (Video Game) / int_9aa3d869
type
Creative Sterility
 Starsector (Video Game) / int_9aa3d869
comment
Creative Sterility: Surprisingly averted. While this used to be the case due to the black boxes, recent updates have added Galatia Academy along with other signs of people trying to recover lost tech or invent new things. Unlike similar dark futures that could be mentioned, the Sector does show signs of technological progress and inventing new things won't get you executed for heresy by anyone aside from the Luddic Path.
 Starsector (Video Game) / int_9aa3d869
featureApplicability
-1.0
 Starsector (Video Game) / int_9aa3d869
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_9aa3d869
 Starsector (Video Game) / int_9aaf8eca
type
Crippling Overspecialization
 Starsector (Video Game) / int_9aaf8eca
comment
Crippling Overspecialization: Very possible with the customization system due to the limited build points on most ships. Many default ship variants can only perform one role well, and get torn to shreds if they try to do anything else. The game actually encourages creating a fleet with a variety of Cripplingly-Overspecialized ships, each geared towards a different aspect, all working together note e.g. an assault cruiser bristling with heavy weapons and a strong shield, guarded by destroyers fully kitted out with point-defense weapons against missiles and bombers, and escorted by a completely-defenseless carrier outfitted only with heavy bombers and expert deck crews. Optionally, you can add interceptor shuttles or frigates that can go extremely fast, armed with engine-disabling weapons to slow down fast enemies so that the cruiser can catch up and destroy them. However, this has the downside of never being able to field only some of your ships, as they depend on each other for survival. The result is high expenditure of Supplies in each battle, even against light enemy opposition. Jack of All Stats ships usually take longer to destroy an enemy fleet but are far more flexible and cheaper in the long run. Shuttles are marginally useful at best: they have some cargo space, but not as much as a dedicated freighter; they have extra crew berths, but not as much as a troop transport. But shuttles are excellent for smuggling and spy missions, as they're small, fast, and hard to detect, and have enough cargo space to run through a blockade and make a profit. A small detachment of shuttles hiding in an asteroid field, nebula or ring system are almost completely safe from detection.
 Starsector (Video Game) / int_9aaf8eca
featureApplicability
1.0
 Starsector (Video Game) / int_9aaf8eca
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_9aaf8eca
 Starsector (Video Game) / int_9b9397bb
type
Difficult, but Awesome
 Starsector (Video Game) / int_9b9397bb
comment
Difficult, but Awesome: Missiles and other limited-ammo weapons. A well-timed missile can help turn the tide of the battle. For the AI, they aren't always great at properly managing their ammo.
 Starsector (Video Game) / int_9b9397bb
featureApplicability
1.0
 Starsector (Video Game) / int_9b9397bb
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_9b9397bb
 Starsector (Video Game) / int_9c1d1e31
type
Black Box
 Starsector (Video Game) / int_9c1d1e31
comment
Black Box: A core conceit of the Crapsack World setting is that pretty much everything is functionally one of these and impossible to replicate or reverse-engineer, from a whole array of Lost Technology terraforming equipment to the blueprint packages that make heavy industry function. Without a blueprint, you can't construct new ships, and blueprints are both impossible to copy and very jealously guarded by those who have them. There have been attempts to modify existing ships to new standards in-universe, often by outlaw factions, and these are generally shown to be... questionably safe to use. Later lore has walked this back a little bit (as, among other things, it's been pointed out that people would be able to figure out how to make and maintain at least industrial levels of technology without that much difficulty, assuming they had any education and reference material on physics, chemistry et al.) and that even starships can be slapped together without the use of "nano-forging," but the end products are decidedly substandard and the player has to discover Lost Technology on the frontier if they want their enterprises to compete with established Sector powers (who have some of this technology, still).
 Starsector (Video Game) / int_9c1d1e31
featureApplicability
1.0
 Starsector (Video Game) / int_9c1d1e31
featureConfidence
1.0
 Starsector (Video Game)
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Starsector (Video Game) / int_9c1d1e31
 Starsector (Video Game) / int_9cb3e22e
type
Interface Spoiler
 Starsector (Video Game) / int_9cb3e22e
comment
Interface Spoiler: Zig-zagged. Regarding Codex entries: items tagged to be hidden in the codex will never be shown in the codex unless overtly selected in the game and viewed from there. Played Straight regarding warning beacons: once you find at least one on the intel screen, you will notice a tab on the bottom labeled "Remnants". The random missions you get can also provide a spoiler - you may get a mission to explore a coronal hypershunt, or alternatively one to analyze the Hamatsu (listed as simply a "derelict ship") or Alpha Site, both listed as being in the "Unknown Location" system and serving as an accidental guide of where it is before it comes up in the main storyline.
 Starsector (Video Game) / int_9cb3e22e
featureApplicability
1.0
 Starsector (Video Game) / int_9cb3e22e
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_9cb3e22e
 Starsector (Video Game) / int_a5e02e9e
type
Infinity +1 Sword
 Starsector (Video Game) / int_a5e02e9e
comment
Infinity +1 Sword: Project Ziggurat. The only ship of its kind, it has an incredible combination of traits that make it the best (player-obtainable) ship in the game, if not the best, period. It's a capital-class phase ship, letting it move swiftly around the battlefield and avoid fire(and its nature as a capital ship means it has the flux capacity to stay in phase longer, and a unique hullmod that reduces the phase cooldown by a whopping 80%), while it also has excellent weapon slots (most notably, being the only phase ship with large weapon slots). And if that wasn't enough, its ship system is the best thing about it: the Ziggurat gradually produces "motes" over time, and activating the system will send them towards your mouse pointer (or at a ship if you point at that), and each mote deals sizable EMP damage, allowing you to disable any ship with a single good volley - and of course, the system can be activated in phase, too! Omega weapons. While you cannot salvage their ships, you can salvage their weapons, and they are extremely powerful, such as the Cryoblaster, which does 1400 DPS. Even after its fragmentation damage type, that's 350 DPS to shields and armor and it'll melt the hull under them and only needs a medium mount.
 Starsector (Video Game) / int_a5e02e9e
featureApplicability
1.0
 Starsector (Video Game) / int_a5e02e9e
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_a5e02e9e
 Starsector (Video Game) / int_a6653039
type
Subsystem Damage
 Starsector (Video Game) / int_a6653039
comment
Subsystem Damage: Weapon mounting points and engines are vulnerable to damage from direct hits. If a weapon is hit, it becomes disabled until repairs are made, while engine hits can cause flameouts, which prevent the engine from running entirely until it is repaired. Flameouts are engine specific, so if a ship has two engines and one flames outs, the other will still work, but the flight characteristics of the ship will be altered (in the case of a ship with two engines, it will not fly straight). A ship's readiness will determine how long it takes for repairs to be made, and at low readiness, a ship can malfunction without taking any damage at all, but subsystem damage is never permanent.
 Starsector (Video Game) / int_a6653039
featureApplicability
1.0
 Starsector (Video Game) / int_a6653039
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_a6653039
 Starsector (Video Game) / int_a96b8b63
type
Space Marine
 Starsector (Video Game) / int_a96b8b63
comment
Space Marine: You can hire them by the hundreds, then use them to raid colonies for fun and profit. They're a guaranteed way to get your hands on a Pristine Nanoforge if you can't find one from looting, for instance.
 Starsector (Video Game) / int_a96b8b63
featureApplicability
1.0
 Starsector (Video Game) / int_a96b8b63
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_a96b8b63
 Starsector (Video Game) / int_a9c7258a
type
Absent Aliens
 Starsector (Video Game) / int_a9c7258a
comment
Absent Aliens: Humanity is the only known sapient organic species and the only suggestion that this even might not be the case is a bit of in-universe speculation in the Onslaught's codex entry suggesting that some people believe the Onslaught was created to defeat some now-forgotten alien threat.
 Starsector (Video Game) / int_a9c7258a
featureApplicability
1.0
 Starsector (Video Game) / int_a9c7258a
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_a9c7258a
 Starsector (Video Game) / int_aa8dcc21
type
MegaCorp
 Starsector (Video Game) / int_aa8dcc21
comment
Mega-Corp: The Tri-Tachyon Corporation, which predates the Collapse. They have extremely high-tech ships (with matching high prices), and favor fast ships, energy weapons, and powerful shields. Other megacorps are mentioned in the descriptions for some items and ships, the largest among them being Fabrique Orbitale.
 Starsector (Video Game) / int_aa8dcc21
featureApplicability
1.0
 Starsector (Video Game) / int_aa8dcc21
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_aa8dcc21
 Starsector (Video Game) / int_aaaca277
type
Luck Manipulation Mechanic
 Starsector (Video Game) / int_aaaca277
comment
Luck Manipulation Mechanic: Story Points. You acquire Story Points about every 1/5th of a level, and they allow you to do things you wouldn't normally be able to do, such as guaranteed withdraw from combat against a stronger foe, talk your way out of a contraband inspection, and turn a ship modification into a Built-In modification has doesn't count against the ship's maximum OP. Every use of Story Points also gives bonus XP, which is stockpiled and given out when you earn XP (if you each 5,000 XP, and you have enough bonus XP, you'll earn an additional 5,000 bonus XP, for example), so there's no reason not to use them if you have them, as story points are your only real advantage in the game.
 Starsector (Video Game) / int_aaaca277
featureApplicability
1.0
 Starsector (Video Game) / int_aaaca277
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_aaaca277
 Starsector (Video Game) / int_ac9f78d9
type
Jack of All Stats
 Starsector (Video Game) / int_ac9f78d9
comment
Jack of All Stats: Weapons with the Energy damage type deal the weapon's full damage against shields, armor and hull. Unlike the other three damage types, energy weapons don't have a specific specialization or weakness, though weapons that do have it are either short-ranged or can't deal hard flux. Two notable outliers are the Mjolnir Cannon, a large Ballistic weapon with a range comparable to beam weapons, and the Plasma Cannon, an extremely expensive large Energy Weapon with very high DPS at good range, but has relatively slow projectiles and uses the most OP of any weapon. Ships are a somewhat more complicated example to due the fact that no optimal balance of hull mounts and overall performance, strictly speaking, exists. With that said, multi-mission hybrids like the Odyssey cater to a wide variety of play styles compared to ships which tend to encourage specific roles in a fleet.
 Starsector (Video Game) / int_ac9f78d9
featureApplicability
1.0
 Starsector (Video Game) / int_ac9f78d9
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_ac9f78d9
 Starsector (Video Game) / int_afc8ddc7
type
Armor-Piercing Attack
 Starsector (Video Game) / int_afc8ddc7
comment
Armor-Piercing Attack: As a general rule, EMP weapons will send arcs through shields if the target ship's flux level is high enough. While these arcs don't damage armor or hull, they can knock out weapons and engines. The Tachyon Lance can also generate arcs through shields, but its arcs do deal damage. Multiple Tachyon Lances firing together can knock offline or even destroy entire ships outright, straight through their shields.
 Starsector (Video Game) / int_afc8ddc7
featureApplicability
1.0
 Starsector (Video Game) / int_afc8ddc7
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_afc8ddc7
 Starsector (Video Game) / int_b1c4bc94
type
Arbitrary Weapon Range
 Starsector (Video Game) / int_b1c4bc94
comment
Arbitrary Weapon Range: Sometimes the range of a ship's weapons will be barely more than the ship's length. The Tachyon Lance justifies this by saying that, despite the weapon's theoretically unlimited maximum range, the projectile is 'hardcoded' to disintegrate and become harmless beyond a certain distance to reduce the chances of severe collateral damage. Several projectiles remain dangerous beyond their listed range — missiles in particular, can still damage anything they collide with even after they run out of fuel. Although they may bounce off anything they hit.
 Starsector (Video Game) / int_b1c4bc94
featureApplicability
1.0
 Starsector (Video Game) / int_b1c4bc94
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_b1c4bc94
 Starsector (Video Game) / int_b3da5507
type
Space Sector
 Starsector (Video Game) / int_b3da5507
comment
Space Sector: The Persean Sector is a region of multiple star systems, now isolated from the rest of humanity.
 Starsector (Video Game) / int_b3da5507
featureApplicability
1.0
 Starsector (Video Game) / int_b3da5507
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_b3da5507
 Starsector (Video Game) / int_b525a28c
type
Body Armor as Hit Points
 Starsector (Video Game) / int_b525a28c
comment
Body Armor As Hitpoints: Combined with Damage Reduction - Armor acts as a second set of hitpoints that provides damage reduction based on how much armor remains, which means that as the armor takes damage, it also provides less damage resistance. Like BattleTech, armor acts not as one ship-wide secondary set of hitpoints but as several localized hitpools. Unlike BattleTech, however, Starsector considers armor to be evenly distributed. The hull under the armor is one pool of hitpoints instead of several localized pools like a 'Mech's internal structure, meaning that punching through the armor on a particular section of a ship is more effective than trying to burn away all the armor.
 Starsector (Video Game) / int_b525a28c
featureApplicability
1.0
 Starsector (Video Game) / int_b525a28c
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_b525a28c
 Starsector (Video Game) / int_ba3c18e6
type
Fixed Damage Attack
 Starsector (Video Game) / int_ba3c18e6
comment
Fixed Damage Attack: Downplayed - part of the effect of Breach SRMs is that in addition to their normal damage, they also do a fixed 250 damage to armor, which unlike their other damage, is not subject to damage reduction from armor, but also doesn't apply to the hull once armor is stripped away.
 Starsector (Video Game) / int_ba3c18e6
featureApplicability
1.0
 Starsector (Video Game) / int_ba3c18e6
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_ba3c18e6
 Starsector (Video Game) / int_c1c29f00
type
Character Level
 Starsector (Video Game) / int_c1c29f00
comment
Character Level: Characters can gain a wide range of skills that allow them to run larger, more powerful fleets, greatly increase the combat capabilities of the piloted ship, or gain new and improved skills that impact Sector actions such as salvaging and hyperspace travel. Individual ships (other than the player's flagship) can also have officers, who can learn a subset of the player's combat skills. The Cap on character levels for the main character is 15, which means that you can only get, at most, 15 skills unlocked (less if you choose to make a skill elite). As there are 40 skills in the game, not counting elite skills, you'll need to really prioritize your character build to get the ones you're interested in. AI Cores have fixed levels aside from gaining an additional level when integrated into a ship. Unlike human officers, their skills and level of aggression can be adjusted as the player sees fit. The ship's crew used to level up as you fight (Green - Regular - Veteran - Elite), becoming more accurate in combat, speeding up repairs, and even increasing the efficiency of ship subsystems (represented by a slight boost to ship stats). This mechanic was removed in later updates to streamline the personnel system: all crewmembers work at the same level of expertise, meaning you only need to worry about having enough men to crew a ship. Any further boosts come from PC or officer skills. As of version 0.95.1, marines still use a variant of the old crew experience system.
 Starsector (Video Game) / int_c1c29f00
featureApplicability
1.0
 Starsector (Video Game) / int_c1c29f00
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_c1c29f00
 Starsector (Video Game) / int_c26fae5e
type
Casual Interplanetary Travel
 Starsector (Video Game) / int_c26fae5e
comment
Casual Interplanetary Travel: Fuel is required to travel between star systems, but navigation within a star system consumes no fuel and costs nothing other than the supply upkeep for the time taken.
 Starsector (Video Game) / int_c26fae5e
featureApplicability
1.0
 Starsector (Video Game) / int_c26fae5e
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_c26fae5e
 Starsector (Video Game) / int_c7270d1c
type
With This Herring
 Starsector (Video Game) / int_c7270d1c
comment
With This Herring: As the intro states, you start out with only a single frigate and a small amount of credits. You have just enough to buy two squadrons of weak interceptors, but it will be quite some time before you can afford a carrier to repair them in. Averted in later updates, which add "Quick Start" versions of pre-existing ones that give you a bit more to work with, though it'll still be quite the upward climb.
 Starsector (Video Game) / int_c7270d1c
featureApplicability
-1.0
 Starsector (Video Game) / int_c7270d1c
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_c7270d1c
 Starsector (Video Game) / int_c75df49a
type
Shout-Out
 Starsector (Video Game) / int_c75df49a
comment
Shout-Out: Several to Brigador. A possible name for nebulae, constellations, and stars is "Brigador" and a possible name for planets is "Solo Nobre", the citynote  Not Novo Solo, the planet that Solo Nobre is on, mind you. that Brigador is set on. Mercenary portraits six◊ and seven◊ are based on the playable pilots Modesto Pires◊ and Clotilde Aalto◊ respectively. In addition, there is an unimplemented portrait◊ based on the Man from Volta◊. The Tarsus-class freighter shares its name with the starting freighter from Wing Commander: Privateer, and Talons also appear in both games as fast, cheap fighters. The appearance of Centurions in both may be coincidental due to a common name origin, as they've shifted from heavy fighters in Wing Commander to escort frigates in Starsector. There are portraits (numbers 25 through 32) that are clearly inspired by the seven faction leaders of Sid Meier's Alpha Centauri. Main writer David Baumgart has openly expressed his admiration for SMAC at times. A possible system name is "Strangereal", the Fan Nickname for the world of Ace Combat. Most of the planets in said system will be named for countries from Ace Combat, like Belka. Decide to try and remove the Alpha Core AI you installed to govern your colonies? This is its response. A High Tech space station has a suspiciously similar profile to the midsection of Deep Space Nine, in particular the similarly-sized spikes coming off the central hull at the exact same angle.
 Starsector (Video Game) / int_c75df49a
featureApplicability
1.0
 Starsector (Video Game) / int_c75df49a
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_c75df49a
 Starsector (Video Game) / int_caf89e54
type
Taking You with Me
 Starsector (Video Game) / int_caf89e54
comment
Taking You with Me: A ship exploding will damage any other ship close to it, though tend to be negligible for those in the same class. As such, a capital exploding next to an unprotected frigate will also probably destroy it. The Atlas superfreighter and Prometheus supertanker are probably the most liable to cause this, as they're fairly easy to kill yet detonate very violently.
 Starsector (Video Game) / int_caf89e54
featureApplicability
1.0
 Starsector (Video Game) / int_caf89e54
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_caf89e54
 Starsector (Video Game) / int_cb70651c
type
Maybe Magic, Maybe Mundane
 Starsector (Video Game) / int_cb70651c
comment
Maybe Magic, Maybe Mundane: The Luddic Church claims that the deactivation of the Gates and The Collapse was caused by God to punish humanity for its sins.
 Starsector (Video Game) / int_cb70651c
featureApplicability
1.0
 Starsector (Video Game) / int_cb70651c
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_cb70651c
 Starsector (Video Game) / int_ccab244d
type
Kinetic Weapons Are Just Better
 Starsector (Video Game) / int_ccab244d
comment
Kinetic Weapons Are Just Better: Ballistic weapons generally have far superior flux efficiency and/or range compared to energy weapons. The tradeoff is fact that most ballistics are far more specialized than energy weapons. With the exception of the Mjolnir Cannon, ballistic weapons either deal kinetic damage which is very effective against shields but weak against armor, high explosive damage which is vice versa, or fragmentation damage which is weak against everything except for exposed hull.
 Starsector (Video Game) / int_ccab244d
featureApplicability
1.0
 Starsector (Video Game) / int_ccab244d
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_ccab244d
 Starsector (Video Game) / int_ccc0d531
type
Settling the Frontier
 Starsector (Video Game) / int_ccc0d531
comment
Settling the Frontier: The Persean Sector is a large place and the Core Worlds only make up a pretty small part of it. With a thousand crew, 200 supplies, and 100 heavy machinery, you can set up your own colonies on any world that isn't already owned. At first, a colony is likely to be a money pit, but once it gets growing and if its hazard rating isn't too high and its accessibility is high enough, colonies can prove highly profitable and in time, become major population centers with millions of people. In addition to making raw profit, colonies can be a cheap source of commodities to sell elsewhere. Perhaps even more importantly, once the heavy industry is established, they can produce ships and weapons for your use, provided you have found blueprints. The rest of the sector are too busy fighting each other or barely scraping by to engage in their own colonizing, though they will tend to take an interest in your colonies once they get going. Especially if you use AI cores, run free ports, or take significant market share.
 Starsector (Video Game) / int_ccc0d531
featureApplicability
1.0
 Starsector (Video Game) / int_ccc0d531
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_ccc0d531
 Starsector (Video Game) / int_d355ba37
type
Turned Against Their Masters
 Starsector (Video Game) / int_d355ba37
comment
Turned Against Their Masters: The Remnants seem like this at first, however they're simply obeying their last given orders to defend the systems they're in. This can, however, happen if you install an AI core as governor and try to forcibly remove it. It'll give you an ultimatum: Leave it in control, or it'll tell everyone you're using AI cores. If you refuse it, every faction will declare war on you and the AI will create an insurgency on your planet, lowering its stability.
 Starsector (Video Game) / int_d355ba37
featureApplicability
1.0
 Starsector (Video Game) / int_d355ba37
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_d355ba37
 Starsector (Video Game) / int_d4d98674
type
We Cannot Go On Without You
 Starsector (Video Game) / int_d4d98674
comment
We Cannot Go On Without You: Averted. You don't even need to send your flagship into an engagement in the first place. Even if your flagship is destroyed, you can transfer command to any other ship. This is accomplished by escaping in a personnal shuttle and flying across the map to dock with them (the shuttle is, fortunately, ignored by everything and can't be destroyed).
 Starsector (Video Game) / int_d4d98674
featureApplicability
-1.0
 Starsector (Video Game) / int_d4d98674
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_d4d98674
 Starsector (Video Game) / int_d565da4
type
Starter Equipment
 Starsector (Video Game) / int_d565da4
comment
Starter Equipment: Other than the armaments of the ships you start with, none. You buy ships as empty hulls (many of which have been salvaged after being disabled, and thus come broken out the box), then have to track down the weapons/blueprints separately. If you want the good stuff this often means a trip to the outer systems to salvage blueprints from derelict ships and stations. Or you can raid a core world and steal blueprints from their industrial installations.
 Starsector (Video Game) / int_d565da4
featureApplicability
1.0
 Starsector (Video Game) / int_d565da4
featureConfidence
1.0
 Starsector (Video Game)
hasFeature
Starsector (Video Game) / int_d565da4
 Starsector (Video Game) / int_d5661a8c
type
The Dreaded Dreadnought
 Starsector (Video Game) / int_d5661a8c
comment
The Dreaded Dreadnought: The 0.96a update introduced the Invictus-class Dreadnought that Plays With this trope. It boasts enormous ballistic firepower with four fixed hardpoint large ballistics mounts at its front with a Lidar Array system that greatly increases the range, rate of fire and accuracy of hardpoint weapons while temporarily standing down turrets and all beam weapons while providing a smaller passive boost to range of all weapons when not in use. Additionally, six large ballistic slots cover around the vessel with Heavy Ballistics Integration to offset the ordnance cost with an additional two large missile slots on its port side. This is paired the largest armour, hull and flux capacity of any available ship in the game with the potential to act as a carrier thanks to its Vast Hangar hullmod, which will negate the penalties of Converted Hangar if installed as well as add a second hangar. However, it's costly to field and maintain with the crew requirements alone to be in the thousands, it has no shield, is very slow with top speed of 35, its Flux dissipation lower than the Onslaught’s, and despite its massive amount of armour, its other built-in hullmod Ablative Armor reduces the effective armor strength to 10%, which means the ship will still be very sturdy, but not impossible to damage though functionally this means that armor will last significantly longer for any given level of protection.
 Starsector (Video Game) / int_d5661a8c
featureApplicability
1.0
 Starsector (Video Game) / int_d5661a8c
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Lethal Joke Item
 Starsector (Video Game) / int_da1c64ef
comment
Lethal Joke Item: The Dram when used as a flagship. It's an ordinary civilian tanker with little to no armaments and is absolutely garbage in actual combat. That said, you don't need to engage in any fights, as you can easily escape from any combat encounter, suffering nothing but a small penalty in supplies for getting harassed. Being a tanker, it has enough fuel capacity to travel at nigh anywhere in the sector. This makes it a perfect choice for early-game exploration missions, which do not require large cargo holds or firepower. Picking up multiple exploration missions in the core worlds and doing them all in one go using the Dram is an extremely easy way to amass a fortune early in the game at almost no cost.
 Starsector (Video Game) / int_da1c64ef
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Starsector (Video Game) / int_da1c64ef
 Starsector (Video Game) / int_db6230b7
type
Lightning Bruiser
 Starsector (Video Game) / int_db6230b7
comment
Lightning Bruiser: The Aurora cruiser is a highly advanced ship, its Plasma Jets give it fast bursts of speed, it's heavily armed with several front-facing weapon mounts and its shield can be modified to cover the entire ship. The Odyssey battlecruiser is the fastest capital ship and has a Nitro Boost ability that helps it keep its powerful port-side broadside on a target. The Radiant battleship has tremendous firepower courtesy of five forwards-facing large weapon mounts and some of the best armor and shields of any ship in the game, and while its standard movement speed is nothing impressive, its subsystem is a Phase Skimmer that allows it a great deal of tactical mobility, far above and beyond what its stated top speed would indicate. Safety Overrides can help make ships into one, boosting ship speed based on its hull size, enabling the zero-flux speed boost at any flux level, increasing manoeuverability and increasing flux dissipation rate. However, it costs a hefty amount of OP, reduces the ship's weapon range, reduces its active combat time to only one third its normal value, and prevents active venting. Tesseracts, they have the armor and durability of a heavy cruiser but the mobility of a light cruiser. Their shields possesses unparallel efficiency and generates no flux to keep on. On top of that their temporal shell ship system allows them to accelerate their flow of time by a factor of 3, raising their speed and rate of fire to terrifying levels.
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Starsector (Video Game) / int_db6230b7
 Starsector (Video Game) / int_df11acbe
type
Artificial Brilliance
 Starsector (Video Game) / int_df11acbe
comment
Artificial Brilliance: The space combat has been the focus of development so far, and it shows. Enemies flank, micromanage flux and shields, viciously take advantage of any momentary weaknesses, and otherwise perform well in combat. You can also set your own ship to autopilot and reap the benefits of flawless precision - it's recommended for large scale fights. However...
 Starsector (Video Game) / int_df11acbe
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Starsector (Video Game) / int_df11acbe
 Starsector (Video Game) / int_e074002
type
Technology Erasure Event
 Starsector (Video Game) / int_e074002
comment
Technology Erasure Event: The physical phenomenon that allowed faster than light interstellar travel (via gateway) and communication abruptly stopped working, which would already prove devastating given the interconnectedness of the interstellar human civilization, but that was not the end of the troubles: nearly every somewhat advanced piece of technology was outfitted with extremely strict always-online DRM, online here meaning interstellar communication with the license holders' server, the lack of which turned all of it into little more than slag. Hundreds of years have passed since the Catastrophe, and the sector in question is not even close to recovering from the devastation.
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 Starsector (Video Game) / int_e0ecb7b3
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Space Station
 Starsector (Video Game) / int_e0ecb7b3
comment
Space Station: Many exist throughout the Persean Sector, from mining stations, to abandoned habs, to major orbital construction and commerce installations. You can build your own once you colonize a planet, which will help protect it from hostile fleets. Pirates and Luddic Path militants will often create their own in border systems from which they will raid/destabilize colonies, respectively.
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 Starsector (Video Game) / int_e5421161
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Expy
 Starsector (Video Game) / int_e5421161
comment
Expy: The Hound, a converted cargo freighter with two wide-spaced engines, with the main armament being a huge gun bolted to the top of the ship. If it wasn't readily apparent, it's an entire class of ''Serenity''s.
 Starsector (Video Game) / int_e5421161
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Starsector (Video Game) / int_e5421161
 Starsector (Video Game) / int_e8a6e896
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The Battlestar
 Starsector (Video Game) / int_e8a6e896
comment
The Battlestar: A given, as the gameplay intentionally resembles modern naval combat in space. The Legion Battlecarrier is probably the premier example with its heavy armor, heavy weapons, and four fighter wings. It also has an XIV Battlegroup version that makes it more capable in direct combat by changing its large weapons from ballistics to missiles and giving it even more armor. The Oddysey Battlecruiser is a lighter example emphasizing mobility and shields over armor and the direct combat role over the carrier role with a third large weapon (two energy and one synergy (energy/missile)) and only two fighter wings. The Astral-class Carrier is a downplayed example. A unique High Tech capital ship that is not designed for direct combat due to it’s pathetically fragile armour and hull, it instead hangs back and makes use of its six fighter wings to provide the main bulk of its offense, with a Recall Device system that allows it to teleport any fighters it has deployed to back to the ship for rapid re-arming. For example, if paired with an all-bomber squad, watch as the bombers go forth and deploy their payloads, teleport back to the Astral right after playload deployment to re-arm, then watch them go forth and deploy another payload in a matter of seconds, with a 30 second cooldown after use. The Luddic Path's Prometheus Mk. II is an improvised take on the role, taking a Prometheus tanker, hollowing it out for weapons and a pair of fighter wings, and giving it heavy armor plating. However, due to its improvised nature, it has poor flux characteristics and a relatively inefficient shield. Other battleships and battlecruisers can also take on an improvised version of the "battlecarrier" role with the Converted Hangar, which gives ships that don't have proper hangars a single hangar, albeit with penalties compared to proper hangars. The Luddic Church’s Invictus-class Dreadnought has an exclusive hullmod called Vast Hangar that allows it to install an additional hangar and negates the penalties of the Converted Hangar should it be installed.
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 Starsector (Video Game) / int_ecaab580
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Technology Levels
 Starsector (Video Game) / int_ecaab580
comment
Technology Levels: Ships and weapons generally fall into one of three technology levels. Despite a clear suggestion of technological progression, the tech levels are more lateral than linear. Low Tech: Low Tech ships generally have heavy armor, inefficient shields, low speed and poor maneuverability, and relatively straightforward abilities (especially linear speed boosts like Burn Drive) and loadouts built around efficient but specialized ballistic and missile weapons and few, if any energy weapons. They usually have somewhat worse flux characteristics than Midline and High Tech ships, but their weapons are generally also more flux-efficient. Low Tech ships have a rusty color palette and red exhaust and shields. Midline: Midline ships generally have a balance between armor and shields, as well as between energy and ballistic weapons and middling handling. They mostly also have relatively straightforward abilities. Visually, they're yellow and olive drab, and usually have an optionally-pronged wedge shape and yellow exhaust, though their shields are a similar blue to High Tech ships. High Tech: High Tech ships strongly favor shields (and especially omni-type shields) or phase cloaks, speed and maneuverability, and inefficient but versatile energy weapons over armor, hull, and ballistic weapons, as well as more exotic missiles. They tend to have more esoteric abilities, like various phase abilities. Visually, they're blue-white, sometimes asymmetrical, and have blue-white exhaust and shields. There are also faction-themed versions of ships from all tech levels with minor tweaks to their characteristics and hardpoints, as well as rather less-minor pirate and Pather overhauls.
 Starsector (Video Game) / int_ecaab580
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Starsector (Video Game) / int_ecaab580
 Starsector (Video Game) / int_f237981e
type
The Alleged Car
 Starsector (Video Game) / int_f237981e
comment
The Alleged Car: Every ship has the chance to become one. Ships that have been disabled or destroyed in combat can be recovered, but acquires one or more Damage Modifications (D-Mods), which vastly affect the performance of the ship. Examples include making the ship much more detectable while traveling, increasing fuel consumption, reducing weapon firing arcs, reducing combat endurance, increasing weapon reload times, decreasing cargo space and increasing crew requirements. D-Mods are permanent, but a ship can be made "like-new" for an expensive fee at any shipyard. The game specifically warns that fixing D-Mods is more expensive than buying a pristine version of the same ship, and it's not recommended unless the ship is unique or has excellent built-in mods.
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 Starsector (Video Game) / int_f2e4d683
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Stealth in Space
 Starsector (Video Game) / int_f2e4d683
comment
Stealth in Space: Handled realistically. Stealth is an issue of turning off your transponder (which is generally illegal), and minimizing the energy emissions of your ship, while also using natural elements like nebulae and asteroid belts and ring systems to mask your signature further. An active pulse will always detect you if you're in range, however.
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 Starsector (Video Game) / int_f3cf30d9
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Arbitrary Headcount Limit
 Starsector (Video Game) / int_f3cf30d9
comment
Arbitrary Headcount Limit: You can have a maximum of 30 ships in your fleet of any size without editing config files or installing mods to change the limit. There is also a limit on the total deployment points worth of ships you can deploy simultaneously, which is normally half the battle size chosen in the settings menu, with some variation based on objectives captured and officers present skewing it as far as 60/40 in the favor of the side with more officers (in theory, by taking objectives, a battle can have up to 120% of its nominal maximum deployment points fielded).
 Starsector (Video Game) / int_f3cf30d9
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1.0
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Starsector (Video Game) / int_f3cf30d9
 Starsector (Video Game) / int_f898e3dd
type
Regenerating Shield, Static Health
 Starsector (Video Game) / int_f898e3dd
comment
Regenerating Shield, Static Health: Shields run off flux, which dissipates when not being generated and thus regenerates their durability. Armor does not regenerate at all in battle and hull only regenerates under certain limited circumstances. This means overcoming shields is extremely important since if you can drop your enemy's shields, you can do actual, lasting damage. Of course, this is also somewhat complicated by the fact that shields aren't the only thing that runs off flux - weapons and certain active abilities also generate flux.
 Starsector (Video Game) / int_f898e3dd
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 Starsector (Video Game) / int_fb9afaab
type
Attack Drone
 Starsector (Video Game) / int_fb9afaab
comment
Attack Drone: There are some automated fighters, such as the Tempest's Terminator Drones. There are also the Remnant and derelict drones. They range in sizes from fighters to even battleships.
 Starsector (Video Game) / int_fb9afaab
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 Starsector (Video Game) / int_fcaec6bf
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Orbital Bombardment
 Starsector (Video Game) / int_fcaec6bf
comment
Orbital Bombardment: Fleets can do limited orbital bombardment in support of ground operations or saturation bombardment to wipe out population centers. Neither are done with the ships' actual weapons, but rather by using antimatter fuel.
 Starsector (Video Game) / int_fcaec6bf
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 Starsector (Video Game) / int_ff070bbd
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Attack! Attack! Attack!
 Starsector (Video Game) / int_ff070bbd
comment
Attack! Attack! Attack!: Officers with the "Reckless" personality type will always try to push the attack and close the distance, regardless of the danger to themselves or their ship.
 Starsector (Video Game) / int_ff070bbd
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Starsector (Video Game)

The following is a list of statements referring to the current page from other pages.

 Starsector (Video Game)
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Black Box / int_e740c8b
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Black Market / int_d7d8f8ab
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Clarke's Third Law / int_e740c8b
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Colony Drop / int_e740c8b
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Distress Call / int_e740c8b
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Eldritch Starship / int_e740c8b
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Fantastic Ship Prefix / int_e740c8b
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Higher-Tech Species / int_e740c8b
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Hyperspace Is a Scary Place / int_e740c8b
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Planet Destroyer / int_e740c8b
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Portal Network / int_e740c8b
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Ramming Always Works / int_e740c8b
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Real-Time with Pause / int_e740c8b
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Space Marine / int_d7d8f8ab
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Space Pirates / int_d7d8f8ab
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Stellar Station / int_e740c8b
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Subspace Ansible / int_e740c8b
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Technology Erasure Event / int_e740c8b
 Starsector (Video Game)
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The Battlestar / int_e740c8b
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The Inspector Is Coming / int_e740c8b
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The Milky Way Is the Only Way / int_d7d8f8ab
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Ungovernable Galaxy / int_e740c8b
 StarSector
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Starsector (Video Game)