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Table of Contents
Available Orders (Evacuation)
The necessary Evacuation tasks:
Load Fuel
Fuel is used to power your ship generator and hyperdrive. Your ship begins with no fuel. In this state, it cannot power the hyperdrive and trying to launch will fail. Further, even if you have some fuel, as long as you are “low on energy” (less than 10 percent fuel capacity), the hyperdrive has 10 % less global chances to function properly. While even one completed “Load Fuel” action can put your ship to good status, loading more fuel will currently increase your Final Score and, once Colonization game-play is made available, will be extremely important for your colony.
Loading Fuel currently requires 200 time (in seconds) minus crew Cybernetics and Manual/Dexterity grades.
Minimal time is 20 seconds.
Upgrade Hyperdrive
In 2325, ships use different technologies for space travel. Your engine can be upgraded to use the Neuter-fields effect and make a hypergalatic jump. The technology for this has been shared by the Federation due to the alien attacks.
- Non-upgraded drives have only a 20% chance to succeed
- If they have no fuel/energy, there is no chance of success
- If they have less than 10% fuel/energy, the chance of success is reduced to only 10%.
To increase your chances, you must give the Upgrade Hyperdrive order.
This action requires a random time of 250 + (3d50 time), minus Cybernetics and Mechanics grades of the crew member assigned.
Once completed, your success chances for a jump will be increased to about 20 + (0.5 * Cybernetics and Mechanics grades of your crew member who performed the upgrade and you will received a message with the exact “success chances” estimated by the ship systems for a hypergalactic jump.
You can increase your chances by ordering this action a second time. In this case, your odds again go up with the maximum being the lesser of 20 + (0.75 * Cybernetics and Mechanics grades of your crew member) or 100%
You can, of course, order multiple persons to do it, but the last person to finish executing the order will adjust the maximal output to his own odds.
Other Evacuation tasks:
Come Back Here!
This order can can only target crew members who are On Leave, Ill or Injured, but still have their Comms Online. It is an extreme advantage, in time management, to use the Come Back Order instead of a Reunite with Crew with someone else.
The time required is 160 - (Crew Discipline + Crew Speed).
With an average stat of 50, average execution time is 60 seconds for this order; however, crew with “Disciplined” and “Fast” traits are likely to have much higher stats and return much more quickly (they can even come back immediately. Note also that as Officers have a bonus in Discipline, they are also usually faster to come back.
Escort Passenger (station halls)