Coldweld / The Infinite Diaspora / Reference shelf

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.

Numbers the game runs for contacts in transit
Quantity Value Grade Source Why this value
Contact chance a point of Navigation competence removes each day0.1 percent points per competence pointEAuthoredNo source recordedChosen 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 chance15 percent pointsEAuthoredNo source recordedChosen 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 hostile85 percentEAuthoredNo source recordedChosen 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 floor25 percentEAuthoredNo source recordedChosen 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 ALERT60 percentEAuthoredNo source recordedThe top of the scale described for the minimum.
Most points a full hold adds to the travel contact roll20 percent pointsEAuthoredNo source recordedChosen 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 leghandledistresscall 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 eventEAuthoredNo source recordedAt 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
  1. No source on the shelf or Atomic Rockets page provides values for the following:
    1. Contact rate between planets. Every chance is authored.
    2. 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)