Editing Orbital trade beacon
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− | {{infobox main|misc| | + | {{Stub}}{{infobox main|misc| |
|name = Orbital trade beacon | |name = Orbital trade beacon | ||
|image = Drop Beacon.png|Orbital trade beacon | |image = Drop Beacon.png|Orbital trade beacon | ||
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== Summary == | == Summary == | ||
− | + | [[File:Orbital trade beacon range.png|thumb|left|Orbital trade beacon range. 15 tiles in diameter.]] | |
− | [[File:Orbital trade beacon range.png|thumb|left|Orbital trade beacon range. 15 tiles in diameter | + | To initiate the trade a ship must be in range, which a colonist can communicate with using the [[comms console]]. All [[silver]] and tradeable items within range of a beacon will then be available for trade. Payment towards factions for whatever reason also requires silver near beacons. |
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− | Trade beacons will work | + | Trade beacons will work outdoors or under a [[roof]]. Solid walls and separate rooms will break the area of influence of a trade beacon, however support columns for larger rooms don't block its effect. Items purchased from a trader will be dropped within range of a beacon if unroofed, otherwise they will be dropped as close to the beacon as possible, avoiding the roofs. |
− | 40% of | + | Unroofed beacons can be used to designate the area where goods will be dropped, as the trader will prioritize dropping goods within the area of effect of the beacon. |
+ | Drop pod [[raiders]] will also preferentially drop near an unroofed beacon. | ||
+ | |||
+ | Trade beacons do not need to be placed in range of your comms console. You can place them wherever you want throughout your colony. | ||
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+ | 40% of centerdrop [[pirate]] [[raids]] will target a powered, unroofed orbital trade beacon if one is present, but will default to regular behavior if one is not present.{{Check Tag|Outlanders?|What about other factions that can do drop pod raids?}} | ||
{{clear|left}} | {{clear|left}} | ||
== Analysis == | == Analysis == | ||
+ | {{Stub|section=1}} | ||
{{Image wanted|reason= Optimal tessellation ala [[:File:Optimal_sunlamps.png]]}} | {{Image wanted|reason= Optimal tessellation ala [[:File:Optimal_sunlamps.png]]}} | ||
− | Orbital trade | + | Orbital trade is a significant resource that should be exploited. For ease of use, it may be best to place your stockpiles with beacons in mind - shaping them such that places are left for the beacons and the beacons cover at the very least anything that will likely be sold, if not everything in storage. |
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− | For ease of use, it may be best to place your stockpiles with beacons in mind - shaping them such that places are left for the beacons and the beacons cover at the very least anything that will likely be sold, if not everything in storage. | ||
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Orbital trade beacons can be used to exploit the spawning behavior of drop pod raiders. By building a beacon outside of your base, a percentage of drop pod raiders will be spawned there outside your defenses instead of in the middle of your base. This can be further exploited by placing defenses such as [[IED trap]]s around the landing site. Note that received trade goods will still be sent to this "bait" beacon, so it must still be safely accessible to colonists. Alternatively, the bait beacon can be powered off just before receiving trade goods and then switched back for daily operation, ensuring that the goods will land in a safe place inside your base. However, the player should decide if this is worth it as this causes additional micromanagement during already time-sensitive orbital trades. | Orbital trade beacons can be used to exploit the spawning behavior of drop pod raiders. By building a beacon outside of your base, a percentage of drop pod raiders will be spawned there outside your defenses instead of in the middle of your base. This can be further exploited by placing defenses such as [[IED trap]]s around the landing site. Note that received trade goods will still be sent to this "bait" beacon, so it must still be safely accessible to colonists. Alternatively, the bait beacon can be powered off just before receiving trade goods and then switched back for daily operation, ensuring that the goods will land in a safe place inside your base. However, the player should decide if this is worth it as this causes additional micromanagement during already time-sensitive orbital trades. | ||
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<gallery> | <gallery> | ||
Launch pad.png|Original landing pad sprite | Launch pad.png|Original landing pad sprite | ||
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</gallery> | </gallery> | ||
{{nav|misc|wide}} | {{nav|misc|wide}} | ||
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] | ||
[[Category:Trade]] | [[Category:Trade]] |