Original post here
My first guide! Please let me know of any errors & suggestions, as this is pretty much all from memory; I'll update as & when necessary. Comments in square brackets are bits that need checking, so be aware (& gentle! )
Preamble for generic (ie non-plot) missions:
Generic missions are divided into categories: Fight, Trade , Think, Build. All such missions start with a low reward that grows as you progress in race reputation (of the employer’s race)
Missions that require a fight element will have more and/or heavier ships to defeat as you progress in Fight rank. Missions with a time limit will have the limit 'changed' according to how fast <playership> is when you accept the mission. A jumpdrive is always an advantage when playing any mission, whether it be fitted to <playership> or another of your assets, so make getting one or more a priority.
During this guide I’ll be giving occasional keyboard shortcuts; these are invariably based on a UK ‘Enhanced AT’ keyboard layout of 103/105 keys as that’s all I have access to (& can be bothered with); if your keyboard is different or you’ve changed the default key bindings in the game don’t blame me!
I’ll try to be specific when using the oft-interchangeable terms ‘cap’ (capture), ‘bailed’ & ‘board’.
‘Bailed’ means a pilot has ejected from their ship (usually due to sale or combat - see morale sparky/X2 insert link here if I forget!) & is waiting to be claimed; the ex-pilot may still be nearby in a spacesuit if you care. The ship may hang around in the sector forever provided it’s not rammed to death by another ship/object, or caught up in a missile or similar AoE (area of effect) blast. The pilot, in their spacesuit, will make their way (slowly) to the nearest friendly (to them) station unless picked up
‘Cap’ means an M3, 4, 5, 8 has bailed & you can claim it as your property (usually requiring a brief EVA process). Also applies to any other /pilotless/ ship, including up to M7x class later on
‘Board’ always means a marine boarding party is required (ie TM, M6 or up) to capture <target> while <target> is still piloted
Always remember a JD (jumpdrive) uses f + (f * g) fuel per jump, where
f = amount of fuel required for 1 jump, used as per ship type
g = number of gates traversed by the shortest route (look at your universe map). Note that size of sector makes no difference to fuel consumption: all you want is the total number of gates bypassed. (For completeness I’ll add that jumps to Aldrin, HUB & Ka’ahk sectors always take 12 jumps worth of fuel (eg an M6 can jump from anywhere to HUB using 120 Ecells) before connection by jumpgates)
For ship types
M5, M4, M3, M8 - -- - - f = 05 Ecells per gate travelled
M6, TS, TP, TM - - - - - f = 10 Ecells
M1, M2, M7, TL - - - - - f = 20 Ecells
Every time you cancel a mission, you lose race rep with the mission giver (employer). If you fail a mission you lose more rep (than if you’d cancelled); if a mission fails due to circumstances beyond your control (eg target destroyed before you got to them but within time limit) I believe the rep loss is similar to cancelling [needs checking]
E & OE
minor mods made; added some explanations; added some colour v0.91.12
Added trick for some TP lightbulb missions - needs more data
Minor mods to some other sections (build, fight)
This is v0.9.2 [added Morkonan's advice about 'build' sats NOT moving while IS; trick for TP lightbulb missions needs more data].
v0.9.2 Minor edits & layout changes for the Wiki
v0.9.2.01 minor edits & corrections on Wiki page only
v0.9.3 split out sections for wiki to make less of a wall of text; no text edits
v0.9.4 adjusted text for clarification
v0.9.5 adjusted text for clarification