# Pockets (docs/pockets.md): small hidden places behind hidden gates, their # guards and their vaults. # # Nobody knows who made them. The devout say a god, the practical say a weapon, and # the scientists say an anomaly they'd like a grant to study. Three factions # left their gear in them. Two turn up in every system each hour, somewhere # past its belts; only a scanner near its tier sees one, and its scan comes # back red. # Who left them: factions.toml rows, by id. Each needs `one` and `common` # (for "Drifter Patrol") and a `paint` (what breaking a vault open finds). factions = ["drifters", "precursors", "angels"] [spawn] # Seconds between pockets in a system: two an hour. every = 1800.0 # Seconds an unopened pocket lasts before it fades. lifetime = 7200.0 # At most this many in a system at once: a lifetime's worth at that pace, so # the cap doesn't slow it down. max = 4 # Which scanners see one: a scanner whose tier is at least the pocket's tier # (the ring it sits in) less this. With 1, a tier-5 pocket answers tier-4 # scanners and up; a pulse from anything lower misses it entirely. A pulse # that does see one leans toward it on the map, however far away it is. scanner_below = 1 # Where they sit: at least `past_belts` beyond the outermost belt, and at # least `edge` inside the system's edge. past_belts = 800.0 edge = 600.0 # The Minister's letter when you resolve your first pocket. Pilot tokens # work in it; the signature is added by the game. [letter] title = "A Calibration Matter" letter = """ Your scanner logged a signal this week that our technicians describe as 'not a thing'. I have their report in front of me. It is very short. The Ministry's position is that the signal is a calibration fault, common in scanners tuned as finely as yours, and that it goes away if you stop looking at it. Pilots who report calibration faults are asked to fill in form 12-R. No 12-R has ever been processed, because nobody has ever finished one. You will hear things in the docks. The devout will tell you it's a god. The practical will tell you it's a weapon. The scientists will ask you for a grant. None of them work for the Ministry. Please don't fly into it.""" # A pocket's lock (crates/sim/src/hack.rs, docs/pockets.md "The puzzle"): # a grid of hidden cells, worked from one open cell on its edge. [hack] columns = 7 rows = 7 # The core sits at least this many steps (no diagonals) from the start. core_distance = 6 # How many of each a lock holds, at least and at most. Sentries sit beside # the core, restorers within reach of another defense where there's room. firewalls = [2, 4] sentries = [1, 2] restorers = [1, 2] caches = [2, 3] # The share of caches that give integrity back; the rest show what the # hidden cells beside them are. repair_share = 0.6 # Seconds a lock stays shut after an attempt fails (it comes back laid out # anew). lockout = 300.0 # How close a scanner must be to work the lock. The link breaks past half # again as far. range = 900.0 # The probe against a lock of par. Its strength and integrity are these # times your best scanner's strength over par: the weakest scanner made at # the pocket's tier, at Workshop level `par_level`. [hack.probe] strength = 10.0 integrity = 100.0 par_level = 9 # Defenses: integrity, and the strength they hit your probe back with # while they stand. [hack.firewall] integrity = 30.0 strength = 8.0 [hack.sentry] integrity = 40.0 strength = 10.0 # Heals each other standing defense within `reach` steps by `heal` after # every move. It sits two steps from what it mends, not beside it. [hack.restorer] integrity = 20.0 strength = 4.0 heal = 6.0 reach = 2 [hack.core] integrity = 50.0 strength = 8.0 [hack.cache] # Integrity a repair cache gives back. repair = 25.0 # A pocket's guards (crates/sim/src/guards.rs, docs/pockets.md "Fight"). The # vault is a starbase: a gun platform on it, its wreck the vault. Round it # patrol `groups` copies of the hardest pirate band of the ring the pocket was # found in, each walking a beat back and forth and going for anything of # yours inside its radius, and `wanderers` more copies roam between them. [guards] # How many patrol groups, at least and at most: together 4 to 8 times that # band. groups = [4, 8] # How many more groups wander instead, at least and at most. A wanderer has # no beat: it walks from one point to the next, anywhere `wander_distance` # from the vault, so you meet them on the way in and they can find you # while you fight a patrol. wanderers = [2, 3] wander_distance = [1800.0, 3200.0] # A group's engagement radius, from its middle: come inside and it attacks, # and it never chases further than this past its beat. Wider than a pirate # gun's reach (750), so the ring the map draws is the line that matters. radius = [950.0, 1250.0] # Where the beats lie: their middles this far from the vault, each beat this # long, lying across the line to the vault. beat_distance = [800.0, 1500.0] beat_length = [900.0, 1600.0] # The share of their top speed they patrol at. pace = 0.45 # What the guard groups are called; `{faction}` is the faction's `one`. They # answer to the faction, never to the pirates their band is copied from. patrol_name = "{faction} Patrol" wanderer_name = "{faction} Rovers" starbase_name = "{faction} Starbase" # The vault's gun platform. Its modules come at the top grade the band rolls. starbase = { hull = "pirate_battery", fit = ["ferrum_autocannon", "helion_pulse_laser", "helion_shield_cell", "ferrum_bulkhead"] } # The vault (guards.rs): the starbase's wreck, once it's sunk. It holds the # best weapon, shield, armor and scanner made at the top tier of the system # the pocket was found in, each at a level in `levels`, and `materials` kinds # of the next tier's refined materials, `qty` of each. Breaking it open also # finds the faction's paint, and now and then (`blueprint_chance`) the # blueprint of one of those modules you couldn't forge yet. Once its wreck # is empty, the pocket folds when you leave. [vault] levels = [8, 10] materials = 2 qty = [20, 40] blueprint_chance = 0.25 # The chance it holds the blueprint of one of the faction's mark III hulls # you don't know yet: one vault in four, since each faction has many and # finding a pocket takes time. Vaults are the only place they come from; the # mark IIs are worked out from the guards' wrecks. hull_blueprint_chance = 0.25 # The chance a vault holds one of its faction's rare modules, for a faction # with any (the Void's cloak). rare_chance = 0.2