Difference between revisions of "Resource Gathering Hints"

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{{Safe}}
 
{{Safe}}
  
* Keep a log of the systems you've visited. Note those with resource rich planets that are too hostile to land on. You may be able to come back to them later.
+
==Scouting==
 +
* Keep a log of the systems you've visited. Note those with resource-rich planets that are too hostile to land on. You may be able to come back to them later.
 +
* Notice how the orbits of planets are different colors?  Figure out what they mean and it can save you some time.
 +
* Many planets have satellites which you can land on. But not all of these planets are Gas Giants, such as the planet Jupiter, that you can't land on.
 +
* You should also note that different star systems have different temperatures. Generally, the higher the temperature, the bigger the mineral batches will be. Go for hot - but not too hot as it may prove risky. Note that giants or SuperGiants may prove to be too hot to access.
 +
 
 +
==Collecting==
 +
* Talk to the starbase commander about resource gathering.
 
* Don't waste time and fuel on gathering common or corrosive metals. They don't give you very many RUs.
 
* Don't waste time and fuel on gathering common or corrosive metals. They don't give you very many RUs.
* Get really good at killing Ilwrath and Slylandro.  Practice against them in [[Super Melee]].
 
* The Ilwrath [[Avenger]] is a very risky fight, one slip and you face serious damage.
 
* You can gather resource units easily if you encounter a race which is a poor match for your ships. There is a near-infinite supply of enemy ships in a star system and you can gain a considerable amount of resource units by scavanging their debris.  Combat salvage does not require a [[Storage Bay]], so the length of a hunt is limited only by your combat skill and crew complement.
 
* Early on in the game, technological advances may prove more useful than knowledge by improving your resource-gathering and combat capabilities. Try to find a race willing to trade technologies or items with you.
 
 
* Collect biological data even if you don't know what to do with it yet. It's pretty safe to say it's there for a reason.
 
* Collect biological data even if you don't know what to do with it yet. It's pretty safe to say it's there for a reason.
* Invest in thrusters. They affect your flagship in all areas of the game, and can get you from system to system much faster. Turning jets are not as important early in the game, but you should not have below three. Although, turning jets are essential for fighting, so you may consider equipping all your turning jet slots if you can afford it.
+
* Fuel is expensive. It's more efficient to completely clear a system than to go back twice. If you run out of room and there's still good stuff in the system, consider dumping some of your cheapest cargo.
* Don't dawdle in Hyperspace or Quasispace -- time passes very quickly there. Know where you want to go and use the autopilot to get there.
+
* Make sure mineral quality is worth the fuel cost, especially for planets with high gravity.
* You lose no money selling ships & modules; it's cost-effective to rework your flagship & fleet to suit whatever task you're planning.  If aliens give you ships you don't fly well, sell them.
+
* Fuel is valuable. If you find aliens who trade for it you can sell it back at the starbase for huge returns in RU's. This is the equivalent of collecting expensive minerals.  
 +
 
 +
==Random Hostile Encounters==
 +
* The Ilwrath [[Avenger]] will prove to be a very risky fight, one slip and you face serious damage.
 +
* Always be prepared to fight a Slylandro Probe. You can pick every battle except this one.
 +
* Get really good at killing Ilwrath and Slylandro. Practice against them in [[Super Melee]].
 +
* You can gather resource units easily if you encounter a race which is a poor match for your ships. There is a near-infinite supply of enemy ships in a star system and you can gain a considerable amount of resource units by scavanging their debris. Combat salvage does not require a [[Storage Bay]], so the length of a hunt is limited only by your combat skill and crew complement.
 +
 
 +
==Reconfiguring the Flagship==
 +
* You lose no money selling ships and modules; it's cost-effective to rework your flagship and fleet to suit whatever task you're planning.  If aliens give you ships you don't fly well, sell them.
 
* Always keep a couple of fleet positions open when visiting alien species so you can receive ships as gifts.
 
* Always keep a couple of fleet positions open when visiting alien species so you can receive ships as gifts.
* If you're mining bring extra landers and as many storage bays as you can afford.  Also remember to bring around 15 extra units of fuel per [[Storage Bay]] -- every landing costs fuel.  Lastly, pack an extra crew pod. Planet landings are hazardous.  
+
* If you're mining bring extra landers and as many storage bays as you can afford.  Also remember to bring around 15 extra units of fuel per [[Storage Bay]] -- every landing costs fuel.  Lastly, pack an extra crew pod. Planet landings are hazardous.
 +
* Remember that the first lander design costs 500 RP, or 167 points of base metal, and that when  you lose one, you also lose the cargo that you've collected on that trip.  
 
* Depending on what you're hunting, the best "Bounty Hunter" configuration might be an unarmed mothership with extra crew pods supporting a fleet of combat ships particularly suited to your chosen prey.
 
* Depending on what you're hunting, the best "Bounty Hunter" configuration might be an unarmed mothership with extra crew pods supporting a fleet of combat ships particularly suited to your chosen prey.
* Always be prepared to fight a Slylandro Probe.  You can pick every battle except this one.
+
* Some regions are safe from space combat, so you can optimize your flagship for massive resource collection to clean these out, rather than wasting fuel on several trips with a flagship configured for battle just in case.  
* Notice how the orbits of planets are different colors?  Figure out what they mean and it can save you some time.
+
 
* You should also note that different star systems have different temperatures. Generally, the higher the temperature, the bigger the mineral batches will be. Go for hot - but not too hot as it may prove risky. Note that giants or SuperGiants may prove to be too hot to access.
+
==Improving the Flagship==
* Talk to the starbase commander about resource gathering.
+
* Early on in the game, technological advances may prove more useful than knowledge about your enemies by improving your resource-gathering and combat capabilities. Try to find a race willing to trade technologies or items with you.
* Fuel is expensive.  It's more efficient to completely clear a system than to go back twice. If you run out of room and there's still good stuff in the system, consider dumping some of your cheapest cargo.
+
* Invest in thrusters. They affect your flagship in all areas of the game, and can get you from system to system much faster.  
* Make sure mineral quality is worth the fuel cost, especially for planets with high gravity.
+
* Turning jets are not as important as thrusters early in the game, but you should not have below three. Yet turning jets are essential for fighting, so you may consider equipping all your turning jet slots if you can afford it.
* Fuel is valuable. If you find aliens who trade for it you can sell it back at the starbase for huge returns in RU's.
+
 
 +
==Interstellar Navigation==
 +
* Don't dawdle in Hyperspace or Quasispace -- time passes very quickly there. Know where you want to go and use the autopilot to get there.  
 +
 
 +
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 02:06, 6 May 2006

This page is guaranteed to be spoiler free. It is safe for you to read this page even if you have not completed playing The Ur-Quan Masters. Links you follow from this page do not share this guarantee unless they also include this text.


Scouting

  • Keep a log of the systems you've visited. Note those with resource-rich planets that are too hostile to land on. You may be able to come back to them later.
  • Notice how the orbits of planets are different colors? Figure out what they mean and it can save you some time.
  • Many planets have satellites which you can land on. But not all of these planets are Gas Giants, such as the planet Jupiter, that you can't land on.
  • You should also note that different star systems have different temperatures. Generally, the higher the temperature, the bigger the mineral batches will be. Go for hot - but not too hot as it may prove risky. Note that giants or SuperGiants may prove to be too hot to access.

Collecting

  • Talk to the starbase commander about resource gathering.
  • Don't waste time and fuel on gathering common or corrosive metals. They don't give you very many RUs.
  • Collect biological data even if you don't know what to do with it yet. It's pretty safe to say it's there for a reason.
  • Fuel is expensive. It's more efficient to completely clear a system than to go back twice. If you run out of room and there's still good stuff in the system, consider dumping some of your cheapest cargo.
  • Make sure mineral quality is worth the fuel cost, especially for planets with high gravity.
  • Fuel is valuable. If you find aliens who trade for it you can sell it back at the starbase for huge returns in RU's. This is the equivalent of collecting expensive minerals.

Random Hostile Encounters

  • The Ilwrath Avenger will prove to be a very risky fight, one slip and you face serious damage.
  • Always be prepared to fight a Slylandro Probe. You can pick every battle except this one.
  • Get really good at killing Ilwrath and Slylandro. Practice against them in Super Melee.
  • You can gather resource units easily if you encounter a race which is a poor match for your ships. There is a near-infinite supply of enemy ships in a star system and you can gain a considerable amount of resource units by scavanging their debris. Combat salvage does not require a Storage Bay, so the length of a hunt is limited only by your combat skill and crew complement.

Reconfiguring the Flagship

  • You lose no money selling ships and modules; it's cost-effective to rework your flagship and fleet to suit whatever task you're planning. If aliens give you ships you don't fly well, sell them.
  • Always keep a couple of fleet positions open when visiting alien species so you can receive ships as gifts.
  • If you're mining bring extra landers and as many storage bays as you can afford. Also remember to bring around 15 extra units of fuel per Storage Bay -- every landing costs fuel. Lastly, pack an extra crew pod. Planet landings are hazardous.
  • Remember that the first lander design costs 500 RP, or 167 points of base metal, and that when you lose one, you also lose the cargo that you've collected on that trip.
  • Depending on what you're hunting, the best "Bounty Hunter" configuration might be an unarmed mothership with extra crew pods supporting a fleet of combat ships particularly suited to your chosen prey.
  • Some regions are safe from space combat, so you can optimize your flagship for massive resource collection to clean these out, rather than wasting fuel on several trips with a flagship configured for battle just in case.

Improving the Flagship

  • Early on in the game, technological advances may prove more useful than knowledge about your enemies by improving your resource-gathering and combat capabilities. Try to find a race willing to trade technologies or items with you.
  • Invest in thrusters. They affect your flagship in all areas of the game, and can get you from system to system much faster.
  • Turning jets are not as important as thrusters early in the game, but you should not have below three. Yet turning jets are essential for fighting, so you may consider equipping all your turning jet slots if you can afford it.

Interstellar Navigation

  • Don't dawdle in Hyperspace or Quasispace -- time passes very quickly there. Know where you want to go and use the autopilot to get there.