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"Away Team" November Community Challenge

[h2]End-of-Month Wrap-up: The Winner, Honorable Mentions, and Next Month’s Challenge...[/h2]
(Original challenge description below, skip to it?)
[h3]Congratulations to the Away Team challenge winner: bogboy3![/h3]

After three runs of the challenge, bogboy3's Captain Blanca White Shirt proved the most successful, even at Impossible Difficulty. Completing 143 expeditions, her team fell at last while using their talents to avoid conflict with other scavengers… only to run right into a Xeno nest. There were no survivors. Farewell, away team. 1,961.25 pieces (points) to beam up.

[h3]Honorable Mentions[/h3]
Zer0winds, the first to fall. Her Captain Alice Stratos, of the independent research ship Aurora, set the tone for all of us in this challenge with her short but wonderfully written expedition logs, ending with the famous last words, “this expedition seems to be going well.”

Shad1902, whose exploration ambitions were well underway before getting side-tracked (as plans made in this universe so often do), by an adventure offered to the Star Trader too enticing to pass up.


And last but not least, thanks to all of you who chimed in with challenge strategies, tips, and encouragement.

If you couldn’t quite get to this challenge in November or wrap it up over the Thanksgiving holidays, no worries! You can still post a run report for doing the Away Team challenge (or any of our previous challenges) at any time on the Steam forums or in our Discord.

We’ll always consider notable runs (impressive gameplay, fun screenshots / edits, fan art or stories) for a share on our Twitter or Facebook.

[h3]The December Challenge is coming tomorrow![/h3]
Get ready to celebrate a Star Trader tradition as old as Father Time, with a community challenge twist (or shake, or stir) we’ve never done before.

[h2]The Away Team Challenge![/h2]

We're kicking off a new run of brand new community challenges for you! This one’s for the explorers, the wilderness seekers, our Captains whose journeys through the void are to seek out strange, new worlds… and see what valuables might be hiding on them. 😁

Choose an “away team” of 3 crew members -- it can include your captain or officers but must include at least one regular crew member. No other crew members may have more Exploring card game Talents than any member of your away team trio at any time. This includes both Talents that remove or replace risk cards and Talents that passively increase Explorer rewards. We want to see who can explore the most while keeping the same consistent away team alive and kicking.

Away Team of Only 3
Whenever you encounter a crew combat while Exploring, you must include your entire 3 character Away Team in the battle, regardless of their condition. The fourth position in your combat squad is yours to fill as you see fit and is not a member of the Away Team This 4th character is completely up to you, does not need to be the same character between fights, can be crew/officer/captain and does not need to have any Explorer Talents. If you encounter a combat outside of Exploring, you can send anyone to the fight you want and have no requirement to use the Away Team but you may chose to do so.

Your Away team MUST include 3 characters:
> 1 crew member
> 1 officer, captain or crew member
> 1 officer, captain or crew member



Ends if Away Team Member Dies
If you lose a member of your away team, your run has ended. Regardless of how your Away Team member dies -- killed in an Explorer combat, killed in a non-Explorer combat, dead by torpedo, lost in an airlock accident -- at that time, use the scoring rules shown here to total your score. However, after totaling your score you may start a second run of the challenge by selecting a new away team from your crew. For your second run, select a new away team of 3, but:
  • Only one member from your previous away team may be part of your second away team. Traumatized by the death of their close companion, if the other member is surviving they must be dismissed or retrained to have fewer Explorer Talents than the new away team trio.
  • Any unsold Scientific Intel must be sold before starting a new run. This Scientific Intel counts toward the score of your first run.


The second run scores just like the first except that your second score only includes points earned after you’ve formed your second away team. If your second run ends with an away team member death, you may start further subsequent runs with the same rules and scoring requirements.

The rule requiring that no other crew member has more Exploring Talents that any member of your away team increases the difficulty of the challenge. You must build an away team who is both skilled in crew combat as well as exploring. Or you can run light on Exploring Talents on the away team but that means the entire crew has to run light.

[h2]Scoring Rules[/h2]

Points awarded for:
1 point per exploration expeditions without losing an away team member (running the explorer card game, not explorer-based combats)
5 points per Scientific Intel sold to contacts
20 points each for up to 3 wilderness zones you include in your report, with at least three sentences about your adventures on the surface

Bonus points:
+0.25x points per difficulty level above basic
2x points for surviving 100 crew battles started from exploration
1.5x points for including a Scientist Captain in the away team

Note the bonuses are multiplicative. Therefore, at maximum you would get the calculation:
(Base Points) x 1.5 (for Scientist) x 2.5 (for Impossible diff) x 2.0 (for 100 explorer battles)

Counting Explorer Talents
No other crew member or officer may have more Exploring Talents than any member of your Away Team trio at any time. Therefore, your Away Team member with the lowest number of Explorer card game Talents sets the maximum for any member of the rest of your crew. If your Away Team each has 1 Explorer card game Talent, then any member of your crew may have 1 Explorer card game Talent but no non-Away Team member may have 2 Explorer card game Talents.

Only Talents that modify the cards or rewards of the Explorer card game are counted. Therefore, Exo-Scout's "Scout's Intuition" Talent which automatically saves a failed Explorer save does not count as it does not change the cards or their rewards. On the other hand, Exo-Scout's "Persistent Search" increases the rewards of Explorer cards and therefore is counted. So is Exo-Scout's "Keen Senses" which rerolls a risk card.

This rule also allows for you to play an entire crew that has no Explorer card game Talents. This would allow your Away Team to have no Explorer card game Talents and focus solely on crew combat Jobs.

Screenshots:
At the start and end of a run, the required screenshots are of:
Ship Status > Captains Log > Stats showing the “Traveling Far” section which includes exploration count and crew combats from exploration
Your away team members at the start of the run, any survivors at the end of the run.

Tasteful black-and-white “in memoriam” screenshots / memes of any dead members are optional.

Winners will receive internet fame and leaderboard-backed bragging rights, but honorable mentions await those who display creativity and effort as well.

Alright captains, ready your away teams. It’s wild out there, don’t get munched.


[h2]Previous Challenges[/h2]
You can also check out some of the awesome community challenges that have been run before:

Update #237: Junker Life


Update #237 keeps hammering on the mission theme and with 8 new missions and all new Salvage Mission types it helps us close out another Content Expansion Goal from our dev roadmap. Since the update and its new missions are all focused on Salvage, this is the moment we've been waiting for to buff the Scavenger Captain's Traits toward these mission activities.

With CATALYST full released two weeks ago and +18 new mission types and 2 major new categories of missions rolled out, we're excited to announce we've hit the content expansion for missions and have officially struck it from the roadmap. The list is getting smaller all the time now. Onwards to Weapons, Armor and Gear!



If word hasn't trickled down from the tippity top of the dome, seeped through the cracked concrete down to your safehouse, we've got news for you about our upcoming turn-based cyberpunk RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes elements of stealth, hacking and tactical combat with deep RPG elements and base building. You'll want to Wishlist this puppy today because -- that's right, you can get cyberdog and cybercat companions. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

[h2]@StarTradersGame is out of drydock on twitter![/h2]
You may already be following us on Facebook and on the @TreseBrothers twitter, but we're now sharing news, sales, gameplay vids, guides & tips from the forums & discord, streams, memes, and more on Star Traders' own twitter account: https://twitter.com/StarTradersGame


[h2]Salvage Missions![/h2]
Those Contacts who offer Salvage Missions just got a lot more serious about it! They will now replace their usual Conflict-related mission offer with an offer to run Salvage Missions at any Salvage Rumor you already know. They rely on your intelligence to uncover the Rumors, so you need to either use your own Traits, Talents or their Learn Rumor service to track down viable Rumors. Once granted, you can play the Salvage Mission like a Patrol or Blockade Mission, hunting that all important golden card. Watch out -- orbital salvage can be a harsh master. In my last testing run, I made $200,000 credits in rich salvage, lost 2 crew members to death saves, killed 2 bands of pirates, got one of my Contacts killed, gained a Relic Weapon and finally completed the 2 Salvage Missions I had been chasing to the tune of $400,000. Whew, what an exciting couple of weeks!

This new capability of the mission system also opens up the future potential to make more missions that are driven by Rumors -- embargos, civil unrest, artifact finds and more, oh my!


[h2]Scavenger Captain Traits[/h2]
With the new Salvage-based missions arriving, we've taken this moment to buff both of the Scavenger Captain's starting Traits. First, the Junker Trait now includes a +10% chance to draw Salvage mission cards along with the ability to repair whenever salvaging. Second, we've changed when the Roughneck Trait runs to make it far more effective. Previously running only when the Captain spiced, it is now run whenever the crew spices which vastly increases the chances of turning up new and exciting Salvage Rumors -- which you need for your Salvage missions!

Also, the Junker Trait now grants a repair bonus when salvaging at the wreck of a xeno ship, so enjoy that.

Not to mention their rank 11 "Rescue Mission" Talent finally makes sense =D


[h2]Ship Component Fixes[/h2]
A huge thanks to everyone in the community posting different issues and bugs. We fixed a mix up in the shopping categories for Mass Modulators and Reducers with #237 as well as fixing the price on the newly introduced Reinforced / Shielded Passenger Cabins and Prison Cells.

Finally, we fixed a longstanding bug that has been kicking around, Salvage Bay 5s were not working in some of the conditions of salvage.

[h2]v3.0.121 - 10/28/2020[/h2]
- Added new type of Missions -- Salvage missions to zones with Salvage Rumors
- All new way to run missions in the highest risk/reward orbital operation
- Added 8 new multi-step Salvage missions -- high risk and high reward!
- Improved Scavenger Trait "Junker" to add Salvage Missions start with +10% chance to draw Mission card
- Improved Scavenger Trait "Roughneck" so it runs whenever anyone spices, not just the Captain -- far more effective
- Increased availability of Intel and Scientific Intel missions from interested Contacts
- Added new score to captain's log scores -- number of crew battles faced in explorer
- Fixed issue where Scavenger Trait "Junker" was not properly firing against xeno ships salvaged
- Fixed issues with Salvage Bay 5 and salvaging bonus when destroying human ships
- Fixed category organization issues in Mass Modulator and Reducers
- Fixed prices on Shielded/Reinforced Passenger Cabins and Prison Cells
- Improved display of faction in mission that are anti-Hunna

Update #236: Secrets Unbound


Update #236 takes the new features of CATALYST and injects them straight into the mission system with uncompromisingly awesome results. We've added an entirely new class of mission -- freeform gathering of Scientific or espionage Intel -- along with a new mission giver type to help Contacts like Court Scientist focus on an even more sciencey agenda than before. On top of the major burst of mission activity, Update #236 rounds out Scientific Intel missions with a new Doctor rank 8 and 11 Talent and a new Engineering rank 8 Talent as well.

With CATALYST full released and through its early patch cycle, we are now turning our attention back to the dev roadmap. First to fall will be -- as indicated by this update -- the +100% Missions. Now that Intel and Scientific Intel missions are in, next up will be Salvage Missions to strike the item from the list. Then, onwards to Weapons, Armor and Gear!


If word hasn't trickled down from the tippity top of the dome, seeped through the cracked concrete down to your safehouse, we've got news for you about our upcoming turn-based cyberpunk RPG. Cyber Knights: Flashpoint will be coming to Steam in 2021 and mixes elements of stealth, hacking and tactical combat with deep RPG elements and base building. You'll want to Wishlist this puppy today because -- that's right, you can get cyberdog and cybercat companions. If you didn't know, now you know.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]New Mission Frontier[/h2]
Update #236 opens up an entirely new frontier for self-directed Missions in Spying, Exploring and Salvaging. The addition of Missions that require you gather Intel and Scientific Intel from specific sources bring a new type of challenge to these operations. A captain who excels at direct Spying missions will want a certain set of Talents to seek out and obtain the golden Mission card, while a captain who excels at Intel gathering missions will need a different set of Talents -- to flip for Intel or Scientific Intel -- along with reward Talents that increase Intel gather and a ship that can further boost those rewards.

Intel gathering missions come in a few forms including -- gathering Scientific Intel, gathering generic Intel (any faction or conflict), gathering faction specific Intel (single faction, any conflict) or the most expensive and difficult to obtain, Conflict Intel (one specific Conflict). Often these missions have a follow up set of steps that draw you deeper into your Contact's purpose and scheme.

These new missions also open up a new way to use Intel. Where before Intel was always a lower credit reward for higher Reputation and Influence, if you chose to sell your Intel into these Missions you now make Mission money (much higher!) and Mission Rep and Influence changes (when compared to selling Intel directly much lower).

We can't wait to see these play out in the game and hear your new stories, captains. As mentioned above, more Mission types are coming!


[h2]Science Mission Giver[/h2]
We've also added a 16th mission giver type, that of Science Missions. Previously, these Contacts gave Explorer Missions. Science Missions is a derivative of Explorer Missions with a higher weighting on Scientific Intel missions and these Contacts are less likely to engage in Smuggling and other underhanded acts.

[h2]Doctor and Engineer[/h2]
Both Doctor and Engineer gained new Talents with Update #236, two of which help round out the availability of Scientific Intel Talents. The Doctor can now replace a risk card in Exploring with a Scientific Intel reward card at rank 11 and the Engineer can help boost the price of all Scientific Intel sold to Contacts.

Finally, to ensure the Doctor's position commands the proper respect aboard a starship, they have gained a rank 8 Talent to save Command Skill rolls.

[h2]v3.0.119 - 10/21/2020[/h2]
- Added new type of self-directed Missions -- gather Scientific, generic, Faction or Conflict-specific Intel
- New way to convert your Intel gathering abilities into high credit rewards with lower Rep and Influence gains (mission money, mission rep)
- Added 4 new types of Scientific Intel focused missions with unique follow-ups and conditions
- Added 6 new types of Intel focused missions with unique follow-ups and conditions
- Created new Mission Giver type for Contacts who "Offer Scientific Missions" to find Scientific Intel, Explore and Salvage
- Improved Intel creation details for Intel created by Boarding Talents, properly linking to origin system
- Added 2 new Talents for Doctors -- "Professional Respect" Command saving Talent at rank 8, and "Sawbones Seeker" replaces Exploring risk card with Scientific Intel
- Added new rank 8 Engineer Talent "Contemplative View" increases the price of all Scientific Intel sold to Contacts by 30% + Electronics
- Fixed issues with Field Distortion Log Entries during Radiation Storms
- Fixed issues with Talents not triggering during planetary Ion Storms

Update #235: Catalyst Unbound and 45% off sale to celebrate


Update #235 is the third update this week of the 45% off sale to continue to drive features and improvements for the new Scientist profession and Job released in the Major Milestone CATALYST. There has rarely been a better time to step on to the bridge of a ship and explore the void with this new systems, playstyle and job now available. If you haven't seen CATALYST and the addition of Scientific Intel to the game as a new play style, be sure to check it out below. With Update #235, we've added a new Javat-only flagship carrier, improved the Talent Manifest for all Science Talents and completed some important rebalancing and expansion of the prisoner and passenger component types.


And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.

https://store.steampowered.com/app/1021210


[h2]Javat Launches the Mortifor Carrier[/h2]
The Mortifor Carrier embodies exactly what you'd expect from a Javat flagship. Weighing in at 8000 Mass, the Mortifor boasts best-in-class starting Armor and very strong starting Shielding. Packing 42 crew and 7 officers it also allows for 5 max craft, running neck and neck with the Skylift and Harbinger Carriers. Where the Mortifor shines like no other 8000 Mass ship is in its 15 small slots (!!!), 8 medium and 6 large slot component layout. Coming off the starport line with a Traveler Engine and 3 hangars for craft, the Mortifor is ready to engage at a starting price of $2.4m.


[h2]Scavenger Returns![/h2]
The last update, Update #234, accidentally bopped Scavenger off the profession list. Scavenger is back with Update #235 and Scientist has stayed so all is now right in the void. For just a minute. Before the next xeno attack. Enjoy it :D


[h2]Talent Manifest[/h2]
We've caught up with the Talent Manifest after the round of new Talents being released by adding the Scientist's selling of Scientific Intel as well as the Explorer and Salvage Talents that add Scientific Intel cards.


[h2]Passenger Cabins, Prison Cells and Wards[/h2]
With Update #235, we've expanded into a progression for passenger cabins, prison cells and wards. we've added 4 new component options for higher price tag that allow you to upgrade your standard small slot cells and cabins. You can bulk up to include either Armor with the Reinforced Passenger Cabin or Shields with the Shielded Passenger Cabin and the same options are available for small slot Prison Cells.

In addition, we've pushed the Interrogation Ward to be a second tier component by creating a lesser large slot Prison Ward which holds 4 prisoners and offers +5% Shielding. Interrogation Ward -- which creates valuable Intel -- is now a second level large slot component that holds 4 prisoners and costs a bit more to install.

Finally, to ensure the balance stays correct across these critical mission components, we've pushed the jump cost for all of the large slot components higher.

[h2]v3.0.117 - 10/17/2020[/h2]
- New Javat-only Ship: Mortifor Carrier (8000M Heavy Carrier)
- Fixes issues with Scavenger profession
- Improved Talent Manifest: Added Science Intel Cards, Scientific Record Sales
- New Components: Reinforced Passenger Cabin, Reinforced Prison Cell, Shielded Passenger Cabin, Shielded Prison Cell
- New Component: Prison Ward is the starter large slot prison component, holds 4 prisoners and does not create intel
- Improved large slot Interrogation Ward to hold 4 Prisoners and doubled price to install
- Large slot prisons and passenger suites increase jump fuel cost
- Fixed formatting on some Explorer & Salvage Cards

Update #234: Scientist Profession and 45% off sale to celebrate


Update #234 is a follow on update to the Major Milestone CATALYST that further expands the new systems, playstyle and jobs available there. If you haven't seen CATALYST and the addition of Scientific Intel to the game as a new play style, be sure to check it out below. With Update #234, we've added a new captain profession (SCIENCE!), a new rank 15 Exo-Scout Talent and 2 new Contact types.

And if you haven't seen it, we're excited to be sharing our upcoming turn-based tactical RPG, Cyber Knights: Flashpoint which will be coming to Steam in 2021. Mixing elements of stealth, hacking and tactical combat with deep RPG elements and base building, you'll want to Wishlist today if you haven't already. If you didn't know, now you know.

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/


[h2]Scientist Profession[/h2]
Update #234 adds the Scientist as a full blown starting profession you can add to your new captain templates. With two powerful unique traits -- Theoretical and Cerebral Seeker -- the Scientist captain excels at a strategic mix of Exploring, Salvaging and xeno hunting to reap Scientific Intel at every turn. Great for multi-Jobbing with Explorer, Doctor, Scavenger and more, the Scientist captain rounds out the new and exciting angles of play here.


[h2]New Contacts[/h2]
A new starting Contact -- the Court Scientist -- and a Contact created only by the simulation -- the Academy Consul -- are both interested in buying Scientific Intel and recruiting Scientists along with offering a mix of other exciting services like Trait-driven Black Market access, a mix of Permit, Rank and Edict as well as Introductions, gear and more. Keep an eye out for these new players and consider the Court Scientist when setting up your new Scientist captain templates.

[h2]Exo-Scout Rank 15[/h2]
Exo-Scouts gain new rank 15 Talent, Earned Revelations that replace risk card with Scientific Intel reward cards. Only the most veteran and highly capable exo-scouts have the chops to record valuable Intel from their exploration missions but those who can stand to make a killing among their network of contacts.

[h2]v3.0.115 - 10/14/2020[/h2]
- Scientist is now available as a Captain profession with 2 unique captain traits, Theoretician and Cerebral Seeker
- Added new starting Contact type, Court Scientist who purchase Scientific Intel and recruts Scientist
- Added new proc-gen Contact type, Academy Consul who purchase Scientific Intel and recruts Scientist
- Exo-Scouts gain new rank 15 Talent, Earned Revelations that replace risk card with Scientific Intel reward cards
- Fixed issue with Repair/Explorer skill in new game templates
- Fixed reported crashes