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evac3-evacuate [2020/09/03 20:54] digital-wisdom |
evac3-evacuate [2020/09/04 13:38] (current) digital-wisdom |
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The second thing that you probably should do is grab some weapons from the lockers in the cockpit (bottom left of the screen) and deal with the looters in the cargo hold and the hostiles in the station halls. Both are shooting at your crew and need to be dealt with as soon as possible. Armor is available as well if you want to use it. | The second thing that you probably should do is grab some weapons from the lockers in the cockpit (bottom left of the screen) and deal with the looters in the cargo hold and the hostiles in the station halls. Both are shooting at your crew and need to be dealt with as soon as possible. Armor is available as well if you want to use it. | ||
- | Your last hint is that [order-manage-shields|managing shields] is critically important if you want to stay the maximum amount of time. You don't want to start until after the aliens start attacking because a given crew member can only handle it for three minutes with reducing effectiveness as time passes and/or they are wounded. Rotating crew members is especially effective to squeeze out every last second. | + | Your last hint is that [[order-manage-shields|managing shields]] is critically important if you want to stay the maximum amount of time. You don't want to start until after the aliens start attacking because a given crew member can only handle it for three minutes with reducing effectiveness as time passes and/or they are wounded. Rotating crew members is especially effective to squeeze out every last second. |
- | Currently, because colonization is not yet available, at the end of evacuation, you’ll get a score based upon number of officers and crew killed (-150), cargo loaded (+40), passengers loaded (+100), fuel loaded (+1/1,000 units) and how long you survived under threat. (+1/second after klaxon sounds). A load fuel action loads 5d10K units for an average of +27.5/action. This, of course, assumes that you did successfully fix/upgrade your hyperdrive (hopefully twice), load enough fuel to, at least, leave (normally two load fuel actions) and launch before being destroyed. There will be rewards for successful evacuators based upon score. | + | Currently, because colonization is not yet available, at the end of evacuation, you’ll get a score based upon number of officers and crew killed (-150), cargo loaded (+40), passengers loaded (+100), fuel loaded (+1/1,000 units) and how long you survived under threat. (+1/second after the alert indicates that the aliens have appeared and started attacking). A load fuel action loads 5d10K units for an average of +27.5 points/action. This, of course, assumes that you did successfully fix/upgrade your hyperdrive (hopefully twice), load enough fuel to, at least, leave (normally two load fuel actions) and launch before being destroyed. There will be rewards for successful evacuators based upon score. |
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