|Red||M (coolest)||Red||Molten||Hyperspace: 0.16 - 0.25 - 0.33 - 0.41 - 0.49|
|Orange||K||Brown||Rock||(per coordinate traveled)|
|Green||A||Violet||Gas Giant||Shields: 0.1 per hour|
|Light Blue||B||Launching or Landing:|
|Dark Blue||O (hottest)||0.25 per G of the planet|
|ENDURIUM PRICE INCREASES|
|Buy a full load of Endurium before the price increase and sell it right back to starbase immediately afterwards:|
|20-02-4620||1000 MU -> 1500 MU|
|15-05-4620||1500 MU -> 2000 MU|
|Note: much of these notes in this section are from game testing and are somewhat speculative:
Most training levels determine how efficiently the ship will function when confronted by various tasks.
Science Officer: Efficiency is the % chance that each field on the analysis field will be filled in. It also determines the accuracy of sensor readings. For example, if your science officer has a 200 skill level, there's an 80% chance that each field will have the right information. If the 20% chance occurs, you will see the reading "Not Certain"
When your science officer has a skill between 150-250, you will see "Movement detected" messages in hyperspace and in a system.
Navigator: Efficiency determines your weapon's accuracy on your ship and your terrain vehicle. Your navigator's skill also determines how quickly you find yourself after traveling through a continuum flux. There is a measure of randomness however. If your navigator has 250 skill, or 100% efficiency, he/she will always find the ship's position 100% of the time at hour 0. If your navigator's efficiency is only 60% however (150 skill), then you have a 60% chance of finding your ship's position in the first hour, then a 60% chance of finding your ship's position in the second hour (if you are still lost), and the same the third hour, etc.
When your navigator has a skill between 150-250, you will see all continuum fluxes in hyperspace. If your skill level is below 150, you will need a ring device to see them. Ring devices are useless to an already skilled navigator.
If your navigator's skill is less then 200, then you have a chance of getting lost on a planet's surface in any storm.
Engineer: Reduces the repair time to repair damage to the ship
Communications Officer: Training and efficiency determine the % of translated material you get in an alien conversation. 200 training means 80% efficiency or 20% untranslatable material.
Whining Orbs translate spemin dialog without the need of any communications skill. A whining orb is useless to an already fully trained communications officer.
If a member of your crew is the same race as the race you are communicating, you get a +25 bonus to your communications skill
If your communications officer is the same race as the race you are communicating, you get a +50 bonus to your communications skill.
Doctor: Reduces the healing time for crew members who are being treated.
|LEGACY OF THE NOAH PROJECT|
|NOAH 1:||Returned home after a Ring Device Failure|
|NOAH 2:||Launched 3454 and settled on Arth (125,100 - P2)|
|NOAH 6:||Travelled to the Starflight II region of space with a group of Humans and Elowan|
|NOAH 9:||Crashed at 175,94 on 3-10-3480 and failed to reach Heaven (145,107 - P4)|
|Fall of Earth: 2-28-3480 due to solar flare activity|
|MONTH/YEAR||STAR FLARE RANGE||MONTH/YEAR||STAR FLARE RANGE|
Starflight Walkthrough Flux Map Artifacts Locations Beat Game Steps Miscellaneous Minerals / Mining Tips Continuum Fluxes Colonizable Planets The Mysterion Message Ships/Combat Analysis Starport Codes Messages Alien Comms Screenshots