Contacts in transit
A contact is another ship or a signal that meets the captain on a leg of a trip. The chance of one depends on where the ship is, what it carries and who is aboard.
7 numbers, 0 with an outside source
- A0 numbers at grade A
- B0 numbers at grade B
- C0 numbers at grade C
- D0 numbers at grade D
- E7 numbers at grade E
Functionality
Values
7 numbers: 7 E
Each value is read from the game code. Sort by any column heading, or filter by grade or by a word.
| Quantity | Value | Grade | Source | Why this value |
|---|---|---|---|---|
| Contact chance a point of Navigation competence removes each day | 0.1 percent points per competence point | EAuthored | No source recorded | Chosen as the standard department shape: competence times a small rate. No source gives how navigation avoids traffic. |
| Points a hunting ground adds to the day's contact chance | 15 percent points | EAuthored | No source recorded | Chosen because the captain picked the spot where traffic has to pass, so there is more of it. The roll clamps at 50, so the bonus alone cannot raise a fight past its cap. |
| Share of contacts in a hunting ground that are hostile | 85 percent | EAuthored | No source recorded | Chosen so that a ground changes who the captain meets and not only how many. Hunting traffic reads 40 x 85 = 34 percent against a fight cap of 17 percent. |
| Lowest chance that a contact is a bounty hunter posse, at the WANTED floor | 25 percent | EAuthored | No source recorded | Chosen so that the chance scales from this value at the WANTED floor to the maximum at HIGH ALERT. |
| Highest chance that a contact is a bounty hunter posse, at HIGH ALERT | 60 percent | EAuthored | No source recorded | The top of the scale described for the minimum. |
| Most points a full hold adds to the travel contact roll | 20 percent points | EAuthored | No source recorded | Chosen so that a full hold draws the lane: one point per step of cargo value, up to this cap. |
| Which events can happen in which phase of a leg | handledistresscall departure, cruise, arrival, local, handleequipmentmalfunction departure, cruise, arrival, local, handlederelict departure, arrival, local, handledebrisfield departure, arrival, local, handletradevessel departure, arrival, local, handlecustomspatrol arrival, local phases by event | EAuthored | No source recorded | At cruise the ship moves at hundreds of km/s, so nothing comes alongside, boards or flags it down: only a signal from afar or a fault from inside can reach it. Customs waits at the far end. The phases are authored from that reasoning. |
Real-world basis
5 points
- At cruise the ship moves at hundreds of km/s, so another ship cannot come alongside, board or flag it down.
- Only a signal from afar or a fault from inside can reach a ship at cruise.
- A derelict, a debris field or a trade vessel can meet the ship at departure, at arrival or locally.
- A customs patrol waits at the far end of the leg.
- A hunting ground is a spot where the captain waits because traffic has to pass, so it changes both how many contacts and who they are.
Game and reality differences
1 point
- The day's contact roll clamps at 50, so a bonus alone cannot lift a fight above its cap. A hunting ground therefore raises the hostile share as well as the count.
Source absences
2 points
- No source on the shelf or Atomic Rockets page provides values for the following:
- Contact rate between planets. Every chance is authored.
- Number of bounty hunters after a wanted captain.
Sources
1 document
- Design notes: travelevents: The game's own reading of the distress rule. It covers the distress call and not the other contacts. (all uses)