Exploration

The crew of the Daedalus can embark on Expeditions to foreign planets, restocking the ship's resources and discovering various adventurous zones and artifacts. Some precautions need to be taken before an Expedition can be started, and a larger number of characters will need to work together to load fuel, send the Daedalus on its course and embark on the journey.

Launching an Expedition
Expedition procedure:


 * You have to find a planet with the Astro Terminal.
 * Someone has to put the correct amount of into the . If the Daedalus moves to a wrong position, the planet will be lost forever (unless it's a 's).
 * Your has to turn the Daedalus in the right direction and then engage the trip. See: Navigation.
 * Optional: Everyone can look at the planet and finish the surface scan now, if you have not done so already, for a cheaper cost. Do this in order to confirm that the planet really contains what was reported, and you won't encounter things you do not want to (generally this means, and  zones).
 * Assemble your expedition crew in and take off. To participate in the expedition, you must enter the Icarus Bay, and then enter the Icarus by typing use icarus. This will bring you to the standby screen. Once everyone is inside the Icarus, anyone can type launch to start the expedition for 4.
 * The Expedition will happen automatically, and no is needed to return to the Daedalus.
 * Exception: The skill will allow you to abort an expedition in progress.
 * When you are on an Expedition, all discovered (and volontarily dropped) items, fruit and food appear in the exploration ship's cargo, enabling you to pick or use them. They later appear in the respective bay when the exploration ship returns.
 * Once the Expedition is done, someone will have to put 1 in the Combustion Chamber, and the Commander has to move out of orbit before you can scan for new planets.

You can't launch an expedition under these circumstances:


 * The planet has been fully explored
 * An expedition is already currently happening
 * If the is on [Pilot], but you have no  to start it.

Miscellaneous notes:
 * As long as there are on board, it is highly recommended to take the acting  along for the expedition, and secure the, to prevent them from moving the ship.
 * With the possibilities of the new skill, it would also be wise to take  along, launch at a time where the expedition won't be outside during a cycle change (at least 1h20m left for a full trip), or guard the paths to the Nexus or Bridge.
 * The same goes for 's skill,, which will allow him to move the ship with.
 * If the Icarus is still on the planet when the Daedalus moves, the Icarus and all expedition personal will be lost forever. If the project is installed, the Icarus will be returned... but not the crew.
 * If someone dies during the expedition, everything they were carrying is permanently lost.
 * For a successful landing, it does not matter who launches the expedition, as long as a is part of the crew. Having the  temporarily allow this can be useful for saving Pilot.
 * Additionally, a crewmember using can possess a pilot-upgraded, and launch the Icarus for a successful landing
 * After exploring the planet in a patroller, you will be returned to space outside the ship rather than land in a bay.
 * A member of the Expedition can still die due to lack of on the Daedalus, during cycle changes, even if the exploring planet contains.
 * Anyone can enter the before and during an expedition, however only people who explicitly enter the Icarus by typing Use Icarus will attend the expedition. Anyone who does not do this will be left behind on the Daedalus. Normally, only 4 people can be inside the Icarus at a time, however with  this can be increased to 6 people in total.
 * Exception: If a crew is rescued from an zone, they will be allowed to return to the Daedalus once the expedition is conclused, even if their presence exceeds the maximum capacity.

Useful Skills
Certain characters' skills lend themselves to Expeditions especially well, granting the exploring crew various bonuses. Expedition gains from multiple same skills do stack.


 * +2 to expedition combat strength.
 * While on an expo, and a negative event is rolled, the event will be replaced with a random event from the same zone instead (overriden by ).
 * While on an expo, and a negative event is rolled, the event will be replaced with a random event from the same zone instead (overriden by ).


 * If an expedition member takes fatal damage, the bodyguard will take the damage instead.


 * +1 to fruit gained from.
 * +1 to fruit gained from.


 * Increases expo combat strength by +1 per crew member
 * Ensures that damage from events is evenly distributed.
 * Ensures that damage from events is evenly distributed.


 * Prevents any events on the planet. It won't protect you from creature-related accidents like getting smashed by a, however.
 * Prevents any events on the planet. It won't protect you from creature-related accidents like getting smashed by a, however.


 * Protects the user from the event.
 * Protects the user from the event.


 * +1 to group combat strength if the Fencer carries a (or any other bladed weapon)
 * +1 to group combat strength if the Fencer carries a (or any other bladed weapon)


 * 50% chance to avoid personally getting sick or a.
 * 50% chance to avoid personally getting sick or a.

& :
 * Doubles chances of successfully hacking through the zone (guarantees success when holding the ).


 * Doubles the chance of finding someone on an expo, and doubles that person's survival chances if found.
 * Halves the chance of attracting stowaways on expos.
 * Halves the chance of attracting stowaways on expos.


 * 50% chance to avoid a negative event for the entire crew.
 * 50% chance to avoid a negative event for the entire crew.

& :
 * +1 to scraps gained from events.


 * Combines the effects of Diplomat and Botanist.
 * Combines the effects of Diplomat and Botanist.


 * Can possess a Pilot-upgraded, which has the ability to launch expeditions.
 * Can possess a Pilot-upgraded, which has the ability to launch expeditions.


 * +1 area visited per Sprinter. (Even if they go missing during the mission.)
 * +1 area visited per Sprinter. (Even if they go missing during the mission.)


 * +1 to group combat strength if the Shooter carries a 
 * +1 to group combat strength if the Shooter carries a 


 * Individual damage to the Survivalist is reduced by 1 point.
 * The event gives 1 more.
 * Last to die in case of fatal events. It means that if a random person dies, it will not be you unless you are the only one left.
 * If you go MIA, your chance of being found dead is halved.
 * If you go MIA, your chance of being found dead is halved.


 * Cost of launching expeditions is reduced by 2
 * Unable to become ("MIA").
 * +6 zones explored when launching from a patrol ship.
 * If you are alone during an expedition, exploring any zones containing a event will always result in a  event instead.


 * The chance of finding an artifact or a in a zone is doubled.


 * Can immediately end an expedition at any time using the u-turn command.

Useful Equipment

 * Protects the group from the event.
 * Protects the wielder from the event.
 * Protects the wielder from the event.

allow explorers to go on a planet without oxygen. If you don't have a spacesuit on such a planet, you won't take part in the expedition, and you will wait in the Icarus. (Which can be desirable for a, so be wary / do not forget your suit.)
 * Researching improves spacesuits to protect the wearer from fire and heat damage, including the  event.

protects the wielder from the 3-5 damage accidents that can happen in, and  zones. (Does not prevent instant death in Seismic.)

cancels the chance of Combat (only) in the event.

chances to explore zones are multiplied by 5.

doubles any gains during the expedition.

doubles the chance to gain an artfact in zones.

chances to explore, , , , and  zones are multiplied by 5.

/ /  /  /  can be used to fill empty inventory slots, reducing the chances of losing an important object during exploration.

to heal people during the exploration. Remember to drop it into the cargo before losing it!

Gameplay Mechanics
The exploration occurs automatically, one zone every 10 minutes. The total amount of zones depends on the spacecraft used, and the participating crew's skills on the expo: Each zone can be explored once, but a visit may fail to explore in case of events.
 * 9 of the planet's zones if explored with the Icarus ship.
 * 1 additional zone for each  in the group.
 * 3 zones if explored with a Patrol ship or Pasiphae.
 * 6 additional zones if you are a  (for a total of 9 zones).
 * 1 additional zone if you are a  (for a total of 4 zones, or 10 zones if user is both a Sprinter and Trailblazer).

Each zone has various possible outcomes. (for details see Zones)

Item gains (Steaks, O2, Fuel, Fruits) reported by the game already include the bonuses from any Skills and inventory items mentioned above.

Fight
Combat events are calculated as follows:
 * The creature's strength is determined by the zone, the encounter being the exception.
 * The strength of the crew is 1 per member plus any bonuses from weapons and skills.
 * If the group's strength is inferior to the creature's strength, the difference in strength is spread across the group as damage (not necessarily in an equal way).


 * If the group's strength is superior, the crew simply doesn't take any damage. There are no other effects.
 * There is a small chance to get one of the . Log example: "Your attacker has infected you (Flu)."

Return
After an expedition is finished, anyone who is not will automatically be returned to the Daedalus, along with a log explaining why the expedition ended.