Difference between revisions of "Trading"
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Franfran2424 (Talk | contribs) (Confirmed that hunters can shoot at traders without Meridon Scarmbler, but less often than they shoot at daedalus.) |
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To partake in trading, the '''Shortwave Radio''' feature must be accessed on the [[Comms Center]]. While the entire crew may view the ''Shortwave Radio'' screen, only the {{Title|Comms Officer}} can perform the trades. Even the {{Item|Hacker Kit}} cannot override this. | To partake in trading, the '''Shortwave Radio''' feature must be accessed on the [[Comms Center]]. While the entire crew may view the ''Shortwave Radio'' screen, only the {{Title|Comms Officer}} can perform the trades. Even the {{Item|Hacker Kit}} cannot override this. | ||
| + | |||
| + | {{Note|Exception: If the title ''Comms Officer'' has not been assigned yet, anyone may make or decline a deal.}} | ||
== Transporters == | == Transporters == | ||
| − | [[File:Transporter.PNG|left|Transporter]] To make a trade, an alien '''Transporter''' ship must be present outside the Daedalus, and space must be free of [[Hunters]] or asteroids. | + | [[File:Transporter.PNG|left|Transporter]] To make a trade, an alien '''Transporter''' ship must be present outside the Daedalus, and space must be free of [[Hunters]] or asteroids. |
| + | |||
| + | Every transporter's arrival and departure are [[NERON Announcements|announced by NERON]] in the general chat tab. | ||
[[File:piracy.png|thumb|right|Plenty o' booty! Yarr!]] | [[File:piracy.png|thumb|right|Plenty o' booty! Yarr!]] | ||
Alternatively, ''Transporters'' can be targeted and destroyed by [[Hunters#Fighting_the_Hunters|turrets and patrollers]], potentially leaving useful salvageable items in the wreckage. | Alternatively, ''Transporters'' can be targeted and destroyed by [[Hunters#Fighting_the_Hunters|turrets and patrollers]], potentially leaving useful salvageable items in the wreckage. | ||
| − | + | * Damaging the ''Transporter'' will prompt it to leave on the following cycle change. | |
| − | + | * Accepting or declining one of its trade offers will prompt it to leave immediately. | |
| − | *{{Item|Blasters}} | + | * If destroyed, confirmed drops include {{Item|Blasters}}, {{Item|Grenades}}, {{Item|Bandages}}, {{Item|Standard Rations}}, {{Item|Lunchboxes}} and {{Item|Hydropots}} |
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
{{Warn|If no target has been specified, the actions '''Fire''' (Turret) and '''Fire on a Hunter''' (Patroller) may randomly target the ''Transporter''.<br>Always select your targets before shooting, to make sure you do not accidentally damage one!}} | {{Warn|If no target has been specified, the actions '''Fire''' (Turret) and '''Fire on a Hunter''' (Patroller) may randomly target the ''Transporter''.<br>Always select your targets before shooting, to make sure you do not accidentally damage one!}} | ||
| − | + | Hunters sometimes shoot at transporters, even without [[research|Meridon Scrambler]]. | |
| − | == Completing a | + | == Completing a Trade == |
[[File:Trade.JPG|thumb|right|The '''Shortwave Radio''' in action]] | [[File:Trade.JPG|thumb|right|The '''Shortwave Radio''' in action]] | ||
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When called via the ''Shortwave Radio'', the aliens will offer one or several '''randomized transactions''' which can only be ''accepted'' or ''declined''. Accepting or declining an offer costs '''2''' {{AP}}. If you accept an offer without having the goods ready, it is automatically declined. | When called via the ''Shortwave Radio'', the aliens will offer one or several '''randomized transactions''' which can only be ''accepted'' or ''declined''. Accepting or declining an offer costs '''2''' {{AP}}. If you accept an offer without having the goods ready, it is automatically declined. | ||
| − | * | + | * Generally, you can only offer [[Inventory|items]] or {{status|inactive}} characters that are currently located in the ship's '''storage rooms'''! |
| − | ** | + | ** Once {{status|highly inactive}}, though, you can trade away characters no matter where they are. |
| − | + | ** {{warn| If the Comms Officer happens to be a Mush, they can trade even ''active'' people from storage rooms!}} | |
| + | *[[Resources]] are taken from the tanks and [[NERON Projects]] are taken from the completed project list. | ||
| + | * Any items ''recieved'', however, including [[Oxygen Capsule|Oxygen and]] [[Fuel Capsule|Fuel Capsules]], will appear on the Bridge and may have to be moved to the appropriate tank. | ||
| + | |||
| + | == Trading Details == | ||
If a character on the bridge is a {{skill|Diplomat}} (or {{skill|Polyvalent}}), there will be more trade options than usual, like exchanging higher amounts, a discount, or the option to pay with different goods. Other skills, reportedly {{skill|botanist}}, can unlock such options as well, depending on the subject. | If a character on the bridge is a {{skill|Diplomat}} (or {{skill|Polyvalent}}), there will be more trade options than usual, like exchanging higher amounts, a discount, or the option to pay with different goods. Other skills, reportedly {{skill|botanist}}, can unlock such options as well, depending on the subject. | ||
| − | ==== Items and Resources ==== | + | ==== Trading in Items and Resources ==== |
| − | + | As mentioned above, any [[Inventory|items]] located in the ship's '''storage rooms''', as well as ship resources such as {{O2}} [[Resources#Oxygen|Oxygen]] and {{Fuel}} [[Resources#Fuel|Fuel]] may be traded. | |
| − | As a side-effect, the "Objects present for exchange" list allows everyone on the bridge to see all items in the storage rooms. | + | As a side-effect, the "Objects present for exchange" list allows everyone on the bridge to ''see'' all the items in the storage rooms. |
{{Bug|Even [[Image:Hidden.png|class=margin-small|Icon]] '''Hidden''' objects are being listed and may be traded at will.}} | {{Bug|Even [[Image:Hidden.png|class=margin-small|Icon]] '''Hidden''' objects are being listed and may be traded at will.}} | ||
| − | + | A side-effect of received Fuel and O2 being beamed onto the bridge in capsules is that the total amount you have may exceed the ship's storage limits. So it may be wise not to fill these into the actual tanks until you need them. | |
| − | + | ==== Trading in NERON Projects ==== | |
| − | + | You can trade one of your already completed [[NERON Projects|projects]] for another project that has not been completed yet. The exchanged projects, both sold and bought, are picked at random. | |
| − | + | This does give you some control, however, if the number of available projects is still very low. Ideally the crew can manage to complete one-time benefit projects like the ''Dismantler'' or ''Extra Hydropots'' and then trade those away (while keeping the benefits) before completing any projects they would not want to lose. | |
| − | + | It ''is'' possible to trade away [[Vending Machine#Gold Projects|Gold Projects]] bought from the [[Vending Machine]] this way. And since Episode V, certain gold projects can also be gained through trades. | |
| − | + | {{Note|Whether that is a bug is unknown. It still happens as of Episode XI (22 May 2017)}} | |
| − | + | ==== Trading in Characters ==== | |
| + | Trading permits the exchange of a random {{Status|Inactive}} crew member (or anyone if you are {{Status|Mush}}) located in the ship's '''storage rooms''', or a random {{Status|Highly Inactive}} crew member located '''anywhere''' on the ship. Any items the exchanged character was carrying at the time of trading will be dropped and remain on the storage shelf. | ||
| + | |||
| + | In order to get merely ''inactive'' characters in position for trading, characters with the {{Skill|Solid}} and {{Skill|Wrestler}} skills can attempt to move them there by randomly shoving them from room to room using their '''Kick them out !''' action, which costs 1 {{AP}} less for inactive targets. For probabilities of achieving this task, see [[Moving Inactives to Storage]]. | ||
| + | |||
| + | Reported [[Characters|character]] exchange goods include {{Oxygen}}, {{Fuel}}, Hydropots, random [[NERON Projects]], random [[Vending Machine#Gold Projects|Gold Projects]] and even a finished [[PILGRED Reactor]]. | ||
| + | {{Warn|The latter is especially dangerous in combination with the Mush ability to trade anyone for it. Make sure to decline all PILGRED offers asap while the Mush are around!}} | ||
| − | |||
[[Category:Gameplay]] [[Category:Paola]] [[Category:Episode III]] | [[Category:Gameplay]] [[Category:Paola]] [[Category:Episode III]] | ||
Latest revision as of 12:55, 23 May 2019
Trading is a feature introduced in
Episode III which allows the
Communications Officer to trade objects, resources, NERON Projects and even crew members to passing alien transporter ships via the Comms Center.
To partake in trading, the Shortwave Radio feature must be accessed on the Comms Center. While the entire crew may view the Shortwave Radio screen, only the
Communications Officer can perform the trades. Even the
Hacker Kit cannot override this.
Note: Exception: If the title Comms Officer has not been assigned yet, anyone may make or decline a deal.
Transporters
To make a trade, an alien Transporter ship must be present outside the Daedalus, and space must be free of Hunters or asteroids.Every transporter's arrival and departure are announced by NERON in the general chat tab.
Alternatively, Transporters can be targeted and destroyed by turrets and patrollers, potentially leaving useful salvageable items in the wreckage.
- Damaging the Transporter will prompt it to leave on the following cycle change.
- Accepting or declining one of its trade offers will prompt it to leave immediately.
- If destroyed, confirmed drops include
Blasters,
Grenades,
Bandages,
Standard Rations,
Lunchboxes and
HydroPots
Warning: If no target has been specified, the actions Fire (Turret) and Fire on a Hunter (Patroller) may randomly target the Transporter.
Always select your targets before shooting, to make sure you do not accidentally damage one!
Hunters sometimes shoot at transporters, even without Meridon Scrambler.
Completing a Trade
When called via the Shortwave Radio, the aliens will offer one or several randomized transactions which can only be accepted or declined. Accepting or declining an offer costs 2
. If you accept an offer without having the goods ready, it is automatically declined.
- Generally, you can only offer items or
Inactive characters that are currently located in the ship's storage rooms!
- Once
Highly Inactive, though, you can trade away characters no matter where they are.
-
Warning: If the Comms Officer happens to be a Mush, they can trade even active people from storage rooms!
- Once
- Resources are taken from the tanks and NERON Projects are taken from the completed project list.
- Any items recieved, however, including Oxygen and Fuel Capsules, will appear on the Bridge and may have to be moved to the appropriate tank.
Trading Details
If a character on the bridge is a
Diplomat (or
Polyvalent), there will be more trade options than usual, like exchanging higher amounts, a discount, or the option to pay with different goods. Other skills, reportedly
Botanist, can unlock such options as well, depending on the subject.
Trading in Items and Resources
As mentioned above, any items located in the ship's storage rooms, as well as ship resources such as
Oxygen and
Fuel may be traded.
As a side-effect, the "Objects present for exchange" list allows everyone on the bridge to see all the items in the storage rooms.
Bug: Even
Hidden objects are being listed and may be traded at will.
A side-effect of received Fuel and O2 being beamed onto the bridge in capsules is that the total amount you have may exceed the ship's storage limits. So it may be wise not to fill these into the actual tanks until you need them.
Trading in NERON Projects
You can trade one of your already completed projects for another project that has not been completed yet. The exchanged projects, both sold and bought, are picked at random.
This does give you some control, however, if the number of available projects is still very low. Ideally the crew can manage to complete one-time benefit projects like the Dismantler or Extra Hydropots and then trade those away (while keeping the benefits) before completing any projects they would not want to lose.
It is possible to trade away Gold Projects bought from the Vending Machine this way. And since Episode V, certain gold projects can also be gained through trades.
Note: Whether that is a bug is unknown. It still happens as of Episode XI (22 May 2017)
Trading in Characters
Trading permits the exchange of a random
Inactive crew member (or anyone if you are
Mush) located in the ship's storage rooms, or a random
Highly Inactive crew member located anywhere on the ship. Any items the exchanged character was carrying at the time of trading will be dropped and remain on the storage shelf.
In order to get merely inactive characters in position for trading, characters with the
Solid and
Wrestler skills can attempt to move them there by randomly shoving them from room to room using their Kick them out ! action, which costs 1
less for inactive targets. For probabilities of achieving this task, see Moving Inactives to Storage.
Reported character exchange goods include
,
, Hydropots, random NERON Projects, random Gold Projects and even a finished PILGRED Reactor.
Warning: The latter is especially dangerous in combination with the Mush ability to trade anyone for it. Make sure to decline all PILGRED offers asap while the Mush are around!