Difference between revisions of "Resource Gathering Hints"

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==Scouting==
 
==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.  
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* Keep a log of the systems you have visited. If a resource-rich planet is too hostile to land on now, you may be able to return to them later better prepared.
* Notice how the orbits of planets are different colors?  Figure out what they mean and it can save you some time.  
+
* The planets are displayed in different colors. If you figure out what they mean, you can potentially save some time scouting. Unfortunately, the colors are only partially reliable, as rich worlds and poor worlds of every color exist. Also, planetary orbit paths display the general temperature of the planet.
* Many planets have satellites which you can land on. Most of these are Gas Giants, such as the planet Jupiter, and you can't land on them, but don't assume all planets with satellites are Gas Giants. Some aren't, and you can land on them as well as their satellites.  
+
* Many planets have satellites which you can land on. Most of these are Gas Giants, such as the planet Jupiter, which you cannot land on.  However do not assume all planets with satellites are Gas Giants. Some are not, which means you can land on them as well as their satellites.  
* 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.
+
* Different star systems have different overall temperatures. Generally, the higher the star temperature, the bigger the [[Minerals|mineral]] deposits will be on its planets. Look for hotter star systems, but be aware of the increased risks involved. Planets orbiting giant or super-giant stars may prove to be too hot to safely explore with a [[Planet Lander]].
  
 
==Collecting==
 
==Collecting==
* Talk to the starbase commander about resource gathering.
+
* Talk to [[Commander Hayes]] about resource gathering.
* Don't waste time and fuel on gathering common or corrosive metals. They don't give you very many RUs.
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* Do not waste time and [[fuel]] on gathering common or corrosive minerals. They provide the least amount of [[RU]]s.
* 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]] by shooting [[Table of bio types|alien life]] on planets. They are there for a reason. [[The Flagship]] can hold an unlimited amount of biological data. You do not need [[Storage Bay]]s for biological data.
* 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 [[Minerals|mineral]] quality and quantity is worth the fuel cost, especially for planets with high gravity. When you choose to dispatch a [[Planet Lander]], the amount of fuel the trip will consume is displayed. You can decide not to make the trip by hitting the usual canceling button. While exploring for mineral resources, you will find many planets that only have a few tiny deposits of Commons or Corrosives, the two least valuable resources.  It is recommended that these are left unharvested.  UQM is completable without collecting every resource on every planet.
* Make sure mineral quality and quantity is worth the fuel cost, especially for planets with high gravity. When you click to dispatch a collecting ship, note that the fuel that the trip will consume is displayed above its little picture. You can opt out of making the trip by hitting the usual cancelling button. Over the course of this game, you will find many planets that only have a few tiny spots of Type 1 resources and ought to leave them unharvested.  
+
* [[Fuel]] is expensive. It is more efficient to collect every worthwhile resource within a system in one trip than to go back twice.  If the Flagship runs out of [[Storage Bay]] space and worthwhile minerals remain in the system, consider dumping some of your least valuable mineral cargo.
* 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.
+
* [[Fuel]] is valuable. Some aliens will accept other items in exchange for fuel, which you can sell back to the [[Earth Starbase]] for huge returns in resource units. This is an alternative to collecting expensive minerals for fuel.
  
 
==Random Hostile Encounters==
 
==Random Hostile Encounters==
* The Ilwrath [[Avenger]] will prove to be a very risky fight, one slip and you face serious damage.
+
* The Ilwrath [[Avenger]] will prove to be a very risky fight.  One mistake and you face serious damage or destruction.
* Always be prepared to fight a Slylandro Probe. You can pick every battle except this one.
+
* Always be prepared to fight a Slylandro [[Probe]]. You will have no choice but to fight any you encounter.
* Get really good at killing Ilwrath and Slylandro. Practice against them in [[Super Melee]].  
+
* Develop your skills at destroying Ilwrath and Slylandro ships. Practice against them and others in [[Super Melee]].  
* Around a star, alien ships often move about at random from planet to planet. Sometimes you can sneak in to take resources from a planet that an enemy ship has just left.  
+
* Within a star system, alien ships often move about from planet to planet. It is possible to take resources from these planets while completely avoiding any and all hostile ships.  
* 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.
+
* You can gather resource units easily if you encounter a race which is a poor match for your ships. Within an alien  species' [[sphere of influence]] you will often find a large number of their ships in encompassed star systems.  You can gain a considerable amount of resource units by destroying them in battle and salvaging the ship debris. Combat salvage does not require a [[Storage Bay]], therefore success at resource collecting using this method is limited only by your combat skill and crew complement.
  
 
==Reconfiguring the Flagship==
 
==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.
+
* You will '''not''' lose [[RU]]s while exchanging ships and modules for others at the [[Earth Starbase]].  Therefore it is cost-effective to rework your flagship and fleet to suit whatever task you are planning.  Take the time to experiment with different configurations.
 +
* If friendly aliens give you ships you do not handle well in battle, you may sell them.  However, once sold, these ships cannot be repurchased unless you currently have an alliance with that alien species.
 
* Always keep a couple of fleet combat ship positions open when visiting alien species so you can receive ships as gifts.
 
* Always keep a couple of fleet combat ship 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.  
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* If you are resource collecting, bring extra [[Planet Lander]]s and as many [[Storage Bay]]s as you can afford.  Remember to bring about 15 extra units of fuel per [[Storage Bay]] since every planet landing costs fuel. Pack an extra [[Crew Pod]] because planet landings are hazardous.  
* Remember that a lander costs 500 RU, and that when you lose one, you also lose the cargo on board.
+
* Remember that a lander costs 500 RU.  When you lose one, you will also lose all of the cargo on board that lander.
* 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 which alien species you are hunting, the best "Bounty Hunter" configuration might be an unarmed [[Flagship]] 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.
+
* Some regions of space are safe from space combat. Therefore you can optimize your [[Flagship]] for massive resource collection in order to collect every valuable mineral resource within that region.  This is potentially better than wasting fuel on several trips to and from Earth with a [[Flagship]] always configured for battle.
  
 
==Improving the Flagship==
 
==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.  
+
* Early in the game, technological advances may prove more useful than knowledge about your enemies by improving your resource-gathering and combat capabilities. Seek out races 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 (and away from enemies!) much faster. The number of thrusters does not affect fuel consumption.
+
* Invest in [[Antimatter Thruster]]s. Thrusters directly affect the speed of your [[Flagship]] in all areas of the game, including combat, travel within star systems, and [[HyperSpace]].  Maximum thrust can get you from system to system (and away from enemies!) much faster. The number of thrusters does not affect fuel consumption.
* Turning jets are not as important as thrusters, but they make navigating and avoiding enemies easier. They also save you valuable game time while reorienting your ship in HyperSpace.
+
* [[Turning Jets]] are not as important as thrusters, but they make navigating and avoiding enemies easier. Turning Jets also save valuable game time by reorienting your ship in [[HyperSpace]] faster.
  
 
==Interstellar Navigation==
 
==Interstellar Navigation==
* Remember that time passes very quickly outside a solar system. Know where you want to go and use the autopilot to get there.  
+
* Remember that time passes very quickly outside of star systems, in [[HyperSpace]]. Know where you want to go and use the autopilot to get there efficiently.  
  
 +
==See Also==
 +
*[[Non-Spoiler Hints]]
  
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 19:09, 23 April 2010

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[edit]

  • Keep a log of the systems you have visited. If a resource-rich planet is too hostile to land on now, you may be able to return to them later better prepared.
  • The planets are displayed in different colors. If you figure out what they mean, you can potentially save some time scouting. Unfortunately, the colors are only partially reliable, as rich worlds and poor worlds of every color exist. Also, planetary orbit paths display the general temperature of the planet.
  • Many planets have satellites which you can land on. Most of these are Gas Giants, such as the planet Jupiter, which you cannot land on. However do not assume all planets with satellites are Gas Giants. Some are not, which means you can land on them as well as their satellites.
  • Different star systems have different overall temperatures. Generally, the higher the star temperature, the bigger the mineral deposits will be on its planets. Look for hotter star systems, but be aware of the increased risks involved. Planets orbiting giant or super-giant stars may prove to be too hot to safely explore with a Planet Lander.

Collecting[edit]

  • Talk to Commander Hayes about resource gathering.
  • Do not waste time and fuel on gathering common or corrosive minerals. They provide the least amount of RUs.
  • Collect biological data by shooting alien life on planets. They are there for a reason. The Flagship can hold an unlimited amount of biological data. You do not need Storage Bays for biological data.
  • Make sure mineral quality and quantity is worth the fuel cost, especially for planets with high gravity. When you choose to dispatch a Planet Lander, the amount of fuel the trip will consume is displayed. You can decide not to make the trip by hitting the usual canceling button. While exploring for mineral resources, you will find many planets that only have a few tiny deposits of Commons or Corrosives, the two least valuable resources. It is recommended that these are left unharvested. UQM is completable without collecting every resource on every planet.
  • Fuel is expensive. It is more efficient to collect every worthwhile resource within a system in one trip than to go back twice. If the Flagship runs out of Storage Bay space and worthwhile minerals remain in the system, consider dumping some of your least valuable mineral cargo.
  • Fuel is valuable. Some aliens will accept other items in exchange for fuel, which you can sell back to the Earth Starbase for huge returns in resource units. This is an alternative to collecting expensive minerals for fuel.

Random Hostile Encounters[edit]

  • The Ilwrath Avenger will prove to be a very risky fight. One mistake and you face serious damage or destruction.
  • Always be prepared to fight a Slylandro Probe. You will have no choice but to fight any you encounter.
  • Develop your skills at destroying Ilwrath and Slylandro ships. Practice against them and others in Super Melee.
  • Within a star system, alien ships often move about from planet to planet. It is possible to take resources from these planets while completely avoiding any and all hostile ships.
  • You can gather resource units easily if you encounter a race which is a poor match for your ships. Within an alien species' sphere of influence you will often find a large number of their ships in encompassed star systems. You can gain a considerable amount of resource units by destroying them in battle and salvaging the ship debris. Combat salvage does not require a Storage Bay, therefore success at resource collecting using this method is limited only by your combat skill and crew complement.

Reconfiguring the Flagship[edit]

  • You will not lose RUs while exchanging ships and modules for others at the Earth Starbase. Therefore it is cost-effective to rework your flagship and fleet to suit whatever task you are planning. Take the time to experiment with different configurations.
  • If friendly aliens give you ships you do not handle well in battle, you may sell them. However, once sold, these ships cannot be repurchased unless you currently have an alliance with that alien species.
  • Always keep a couple of fleet combat ship positions open when visiting alien species so you can receive ships as gifts.
  • If you are resource collecting, bring extra Planet Landers and as many Storage Bays as you can afford. Remember to bring about 15 extra units of fuel per Storage Bay since every planet landing costs fuel. Pack an extra Crew Pod because planet landings are hazardous.
  • Remember that a lander costs 500 RU. When you lose one, you will also lose all of the cargo on board that lander.
  • Depending on which alien species you are hunting, the best "Bounty Hunter" configuration might be an unarmed Flagship with extra crew pods supporting a fleet of combat ships particularly suited to your chosen prey.
  • Some regions of space are safe from space combat. Therefore you can optimize your Flagship for massive resource collection in order to collect every valuable mineral resource within that region. This is potentially better than wasting fuel on several trips to and from Earth with a Flagship always configured for battle.

Improving the Flagship[edit]

  • Early in the game, technological advances may prove more useful than knowledge about your enemies by improving your resource-gathering and combat capabilities. Seek out races willing to trade technologies or items with you.
  • Invest in Antimatter Thrusters. Thrusters directly affect the speed of your Flagship in all areas of the game, including combat, travel within star systems, and HyperSpace. Maximum thrust can get you from system to system (and away from enemies!) much faster. The number of thrusters does not affect fuel consumption.
  • Turning Jets are not as important as thrusters, but they make navigating and avoiding enemies easier. Turning Jets also save valuable game time by reorienting your ship in HyperSpace faster.

Interstellar Navigation[edit]

  • Remember that time passes very quickly outside of star systems, in HyperSpace. Know where you want to go and use the autopilot to get there efficiently.

See Also[edit]