Enabled by default
| May be used by a stranded fleet to punch a distress signal through to hyperspace, signaling nearby fleets to bring aid in the form of fuel and supplies. Help may take many days to arrive, if it arrives at all, and taking advantage of it will result in a progressively higher reduction in standing with the responders.
By long-standing convention, the fleet in distress is expected to meet any responders at the innermost jump-point inside a star system.
The signal is non-directional and carries no data, and is therefore not useful for calling for help in a tactical situation.
Can not be used in hyperspace.
- Help will take 10-20 days to arrive, although the first time (per character) Distress Call is used it only takes 1-3 days.
- Will always work the first two times per character. After that it has a chance (starting at about 1/3 and going up with increasing number of uses in the last ingame year) of doing nothing, and an equal chance of attracting a pirate fleet instead.
- Sending a distress call when the player already has large amounts of fuel and supplies will anger the would-be rescuer. If attempting to trick the rescuer by dumping fuel/supplies in cargo pods, make sure the pods are outside of sensor range.
- Will do nothing if activated within 20 days and 5 light years of a previous use.
- The player can also receive NPC distress calls while exploring. This may be an actual fleet in need of fuel, a derelict ship containing crew preserved in cryo pods, or a pirate ambush.
|Default||Active Sensor Burst · Distress Call · Emergency Burn · Go Dark · Interdiction Pulse · Scavenge (ability) · Sustained Burn · Transponder|
|From skills||Neutrino Detector · Remote Survey · Transverse Jump|
Only up to date for version 0.8a-RC19. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History