Mystery Trader

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Revision as of 11:08, 19 October 2006 by 71.202.237.208 (talk) (Hush-a-Boom)

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The Mystery Trader (MT) appears as a random event in the universe of Stars! strategic PC-game, and is represented as a small cyan marker along with an announcement to the galaxy in general of its intentions and location.

Benefits

The MT flies in a straight line at a speed between warp 8 and 13, but often (for reasons known only to himself) changes course and speed which can make a rendezvous rather difficult. If, however you manage to get a fleet of ships holding at least 5000kt of minerals within hailing distance, that whole fleet (including any escort ships) will be 'absorbed' by the MT and you will be given either a piece of unique technology, a boost to your current research, or a few of the Traders support vessels in return.

You may increase the amount of help you receive from the Trader by giving more minerals - up to a maximum 10000kt. The chances of getting a particular kind of help from a particular trader are random, but that trader will give the same thing to everyone who visits it.

  • If you are given a unique part, the amount of materials in the fleet is irrelevant so long as it is 5000kt or more.
  • You may only visit each Trader once. If you try again you will be turned away regardles of how much cargo you have to offer.

Unique Technologies

Multi Function Pod

An electrical item that functions as a cloak, jammer, and increases battle speed. The increases are small, but allows a ship to have a 'bit' of everything rather than all of nothing.

  • This is the only electrical item capable of raising speed, so use this if mechanical slots are at a premium.

Langston Shell

A shield item which also provides additional armour, cloaking, jamming, and scanning. A very useful combination of abilities, only let down by its mediocre overall strength which means it is easily surpassed by the more advance standard items.

  • The armour component is unaffected by the Regenerating Shields LRT.

Mega-Poly Shell

Much the same as the Langston Shell, only occupying an armour slot. It is considered to be of more use than its shield counterpart however, due to its greater abilities in the same areas which allow for a longer useful life.

  • Tech Requirements: Energy 14, Construction 14, Electrical 14, Bio 6

Anti-Matter Torpedo

A missile based weapon item with the highest base accuracy, longest range, and lowest mass. Not especially powerful but the very long range and overall cheapness make them fairly useful, however they seldom see much action as they have very high biotechnology requirements - biotech being the least 'valuable' of research fields.

Multi Contained Munition

Another weapon, only a specialised range-3 beam. It increases scanner range, and torpedo accuracy as well as cloaking. Not to mention being able to drop bombs on planets AND lay standard mines!

  • This is the only way for War Mongers to have access to minelaying.

Hush-a-Boom

A specialised lightweight standard bomb which surpasses the destructive potential of the venerated Cherry Bombs. Their unusually low mass allows for the construction of gateable bombers.

  • Tech Requirements: Weapon 12, Electrical 12, Bio 12

Enigma Pulsar

Probably the most sought after MT item, the Pulsar is an engine. And a very good one. It not only functions as a ramscoop, but is warp10 capable, as well as cloaking the ship and raising its battle speed.

Multi Cargo Pod

Enables a ship to carry an impressive 250kt of extra cargo, as well as providing both a cloak and extra armour.

Alien Miner

Specialised high-tech mining equipment, the miner not only provides a decent mineral output, but raises ship speed, along with providing both cloaking and jamming.

  • This is the only advanced mining equipment you can get if you picked the Only Basic Remote Mining LRT.

Jump Gate

An unusual mechanical item, which enables an equipped ship to travel to a stargate from anywhere (even deep space) within the gates limits. If you are in Interstellar Traveller, you want this item.

  • This can be used for fleets of ships, but EVERY ship in the fleet must be equipped with a jump gate, otherwise the jump order will be ignored and a standard course will be set.

Genesis Device

This is a planetary device that is built from the factory screen. It requires a mammoth 5000 rescources to construct, but once it is finished something interesting will happen.

  • All planetary buildings (mines, factories, etc...) are destroyed.
  • Mineral concentrations are randomised.
  • Oribital bases, surface minerals, and population remain unchanged.

Basically, for the cost of 5000 rescources you get a brand new planet. Alternate Reality races can use this device without harming any of their infrastructure.

Mini Morph

This is the only non-item thing the MT will give you. It is the plans for an exotic ship chassis based loosley on the Hyper Expansion Metamorph ship. Its smaller and has fewer equipment slots than a Metamorph, but is much cheaper and makes an excellent minelayer and light skirmisher despite being poorly suited to combat. (Low initiative and armour.)

MT Scout

A Mini Morph ship with 4 Anti Matter Torpedoes, 2 Enigma Pulsar Engines, 3 Langston Shells, 1 Multifunction Pod, 1 Multicargo Pod, and 1 Jump Gate. The mystery trader issues 2 of these ships. Very fast ship, yet weak in combat.

M.T. Lifeboat

A Nubian class ship with 3 Enigma Pulsar Engines, 6 Mega Poly Shells, 6 Langston Shells, 6 Anti Matter Torpedoes, 9 Multicontained Munitions, 6 Multifunction Pods, and 3 Multicargo Pods. This is a capital ship, although it's more deadly as a bomber than as a combat ship. This ship also lays mines.

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