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Patrolling is one of the major activities that a captain can do in orbit. Of the three primary orbital operations, patrolling is the only activity that is regarded as helpful or beneficial to the zone and its faction below. The text of the Patrol screen will tell you as much. Essentially you are helping to keep the system free of pirates, smugglers and other unwanted types. Patrolling may help you to gain reputation with system's faction owner, making it one of the few ways to do that when the Captain lacks contacts within that faction or trading talents which might otherwise help them. Reputation gain can be most pronounced when that faction is in a conflict as the captain may draw the participate in a conflict card, which, if selected, will change the conflict score in the zone owner's favor and give more significant rep to the captain. Missions may also require that a Captain perform patrolling actions. In this case, they will need to patrol until hitting a "Mission Success" card. Many patrolling cards result in a ship contact with a hostile ship and the Spacer who patrols should be prepared to engage in ship-to-ship combat.

Strategy[ | ]

Like other operations, becoming great at Patrolling will require a dedicated build. Increasing ship Command, Navigation and Tactics Skill Pools should be a key priority. Captains who focus on Patrolling will also need to invest in Talents that will help them determine the results of the card game. Most of these are provided by Military Officer and Zealot crew members, though Gunner, Diplomat and Crew Dog also have single Talents that can help. In the early game, it is best to Patrol often, checking the hand that is dealt at nearly every zone that is visited and only playing those hands that give a reasonable chance of success versus possible negative outcomes. As a Captain's crew and ship develop they will be able to engage in more extended Patrolling activities over the planet of their choice.

The Card Game[ | ]

The results of patrolling are determined by a card mini-game. The Captain will draw 5 cards which are determine by risk and reward factors. He or she may then have the opportunity to modify their draw through the use of crew talents which allow them to redraw, remove or improve a card. Then one card will randomly be selected from the remaining cards providing either a negative, positive or neutral result. If a negative result is drawn it is possible that its results may be avoided by a test of certain captain and ship skills. All patrolling actions consume time and fuel.

Card Game Mechanics/Logic[ | ]

Card games are based on a deck of cards. Based on the Risk Factors and Reward Factors, positive and negative cards are used to create the deck. Risk and Reward Factors are also used to calculate the chance of Common, Good and Rare positive cards and Risk Factors calculate the Low, Medium and Max Risk changes. These are used to then determine which positive and negative cards are in the deck. For example, areas with higher Common Rewards will feature more +1 and +2 cards, while areas with high Max Risks will feature more -5 cards. Once the hand is shuffled and dealt, 5 cards are shown and the chance to draw any one of those five cards is 20% (random card selection). Upon completion of the hand and after the results of the final card are handled, the deck is reshuffled and 5 new cards are dealt.


Mission steps that require a successful card draw start at the normal base 20% chance of selection. However, after each unsuccessful draw, the chance increases by 2%. Without talents modifying the odds, you can expect to succeed at the mission step in 3 or fewer attempts most of the time, in 9 or fewer attempts almost all the time, and for a very unlucky few 41 attempts would be required. On the 41st draw, the chance of success is 100%.

Risk Factors Negative Results Reward Factors Positive Results
Icon prop systemsize
Planet Size
Icon prop military
Military Rating
Icon prop tradelaw
Trade Law
Icon prop starport
Starport Rating
-1 Time Lost 10+ Fuel and Turns
-1 Crew Danger 10-20 Damage to up to 5 Crew
-1 Ship Danger 10-20% Damage to 2 Ship Components
-1 Ship Encounter Unexpected Ship
-1 Bounty Hunters Bounty Hunter Ship
-1 Ship: Explorer Explorer Ship
-1 Ship: Merchants Merchant Ship
-2 Crew Danger 15-30 Damage to up to 8 Crew
-2 Competitive Pirates Hostile Pirates
-3 Ship Danger 15-30% Damage to 2 Ship Components
-3 Ship: Bounty Hunter Hostile Bounty Hunter
-3 Pirate Attack Hostile Pirate Ship
-4 Ship Encounter Powerful and unexpected Ship
-4 Crew Danger 20-40 Damage to up to 15 Crew
-5 Ship Danger 20-40% Damage to 2 Ship Components
-5 Deadly Accident Death among Crew
-5 Military Patrol Hostile Military Patrol
Icon prop tradelaw
Trade Law
Icon prop population
Population Rating
Icon prop navigation
Navigation Skill Pool
Icon prop command
Command Skill Pool
Icon prop tactics
Tactics Skill Pool
Icon prop charisma
Captain's Charisma
+1 Distress Signal Various Results
+1 Ship: Merchants Merchant Ship
+1 Naval Patrol Military Ship
+1 Ship: Smuggler Smuggler Ship
+1 Intel Leak 2-5 Intel Records
+2 Distress Signal Various Results
+2 Smugglers +3-6 Rep and face Smuggler
+2 Ship: Explorer Explorer Ship
+2 Wreck in Space Recover Fuel, Repair Hull
+2 Uncover Rumor Learn New Rumor
+2 Extort Bribes Up to 3,250 Profit
+2 Ship: Smuggler Smuggler Ship
+2 Credit Skim Up to 1,950 Profit
+2 Intel Capture 4-8 Intel Records
+3 Wreck in Space Recover Fuel, Repair Hull
+3 Raiding Pirate +3-6 Rep and face Pirate
+3 Reputation Bonus +6-12 Faction Rep
+3 Uncover Contact New Contact Introduction
+4 Credits Score Up to 4,550 Profit
+4 Intel Trove 6-12 Intel Records
+4 Foreign Contact New Contact Introduction
+5 Lootable Merchants Merchant Ship


Primary Talents for Patrolling[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent patrol reroll normal
PATROL
Methodical Sweep Crew Dog 1 PATROL When Patrolling a system, reroll a risk card 3 weeks Cooldown


Talent patrol remove normal
PATROL
Supremacy of Firepower Gunner 5 PATROL When Patrolling a system, remove a risk card 3 weeks Cooldown


Talent patrol upgrade normal
PATROL
Commanding Sweep Military Officer 5 PATROL When Patrolling a system, replace a card with a Reputation bonus or a Conflict Influence in the case of a Conflict 3 weeks Cooldown


Talent patrol mission normal
PATROL
Guardian Vigil Military Officer 11 PATROL When Patrolling a system, replace a risk card with Mission success reward card 3 weeks Cooldown


Talent patrol passive bonus normal
PATROL
Militant Patrol Military Officer 1 PATROL When Patrolling a system, increase rewards by 10% + Command Skill 6 weeks Cooldown


Talents patrol reroll all normal
PATROL
Stalwart Loyalist Military Officer 15 PATROL When Patrolling a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent patrol craft normal
PATROL
Extended Vigil Wing Leader 8 PATROL When Patrolling a system as the pilot of an Interdictor craft, increase rewards by 20% + Gunnery Skill 9 weeks Cooldown


Talent patrol craft normal
PATROL
Unexpected Swoop Wing Leader 1 PATROL When Patrolling a system as the pilot of an Interdictor craft, remove a risk card 3 weeks Cooldown


Talent patrol xeno normal
PATROL
Here Be Monsters Xeno Hunter 5 PATROL When Patrolling a system, replace a card with a dreaded Xeno Ship card 3 weeks Cooldown


Talent patrol mission normal
PATROL
Diehard Defense Zealot 11 PATROL When Patrolling a system, replace a risk card with Mission success reward card 3 weeks Cooldown


Talents patrol reroll all normal
PATROL
Enduring Defender Zealot 15 PATROL When Patrolling a system, reroll all 5 cards and draw a new hand 21 weeks Cooldown


Talent patrol pirates normal
PATROL
Obsessive Defense Zealot 5 PATROL When Patrolling a system, replace a risk card with a Pirate reward card 3 weeks Cooldown



Secondary Talents for Patrolling[ | ]

Icon Name Job Required Rank Type Description Cooldown


Talent skill tactics normal
SKILL SAVE
One Step Ahead Bodyguard 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 9 weeks Cooldown


Talent bodyguard lifesaver normal
ON DEATH
Everwatch Bodyguard 11 ON DEATH Saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Tactics Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent skill doctor normal
SKILL SAVE
First Aid Combat Medic 1 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 3 weeks Cooldown


Talent diplo politicalhooks normal
CONFLICT
Political Hooks Diplomat 11 CONFLICT Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown


Talent doctor lifesaver normal
ON DEATH
Life Saver Doctor 5 ON DEATH Saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Doctor Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent skill doctor normal
SKILL SAVE
Medical Staff Doctor 1 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 3 weeks Cooldown


Talent skill tactics normal
SKILL SAVE
Bullseye Certainty Gunner 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 3 weeks Cooldown


Talent skill tactics normal
SKILL SAVE
Expert Planning Military Officer 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 3 weeks Cooldown


Talent quartermaster secondshadow normal
ON DEATH
Second Shadow Quartermaster 11 ON DEATH Watching crew like a hawk, saves a life during ship combat, blockade, spying, patrol, salvage or black market. Crew member is restored to HP equal to Command Skill + 3 x Medical Rating of onboard medical components 9 weeks Cooldown


Talent skill doctor normal
SKILL SAVE
Dogged Treatment Scavenger 8 SKILL SAVE Automatically passes a failed Doctor test in any situation, including deep space travel, orbital ops or exploring or during a mission 6 weeks Cooldown


Talent skill tactics normal
SKILL SAVE
Airtight Plan Wing Tech 1 SKILL SAVE Automatically passes a failed Tactics test in any situation, including on patrol, deep space travel, or during a mission 3 weeks Cooldown


Talent zealot retribution normal
CONFLICT
Retribution Justice Zealot 5 CONFLICT Increase Conflict Score bonus by 10% + Faction Rank when impacting a Conflict through Missions, Spying, Blockade or Patrol 3 weeks Cooldown



See Also: Patrolling Notes for some exploratory information on the impact of various statistics on the risks and rewards of patrolling.

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