Endless Sky

Endless Sky

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Complete Guide to All Things Alien Reloaded (WIP)
By Drascalicus
An updated guide to KATANA's original guide: "Complete Guide to All Things Alien"
He is the original creator of this guide, I am improving upon it due to the recent updates that are not reflected in his original.
   
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This Project Is Dead on My End
However, look up the Hitchhiker's Guide to the Galaxy guide here. It is an up-to-date one.
Humans
The first race that we come to is the most familiar to all of us Earthlings. Humanity.

By far, we are the most diverse race in the galaxy with the most controlled territory (not that it matters). As such, I will be talking about our more "notable" aspects.

Ships:
Human ships are by far some of the the most unadvanced glass cannons the universe has to offer. We do have some strengths, but our ships are not one. For first contact with a few alien races however, our ships are pretty much on par if you can have engough of them zerging a single alien ship. Also to note, the Bactrian will be sitting with the Humans of the Deep, although not alien, their technological level indicates they are not at the same point as the rest of us.
  • Carrier:
    • shields: 21400
    • hull: 8300
    • required crew: 111
    • bunks: 184
    • cargo space: 100
    • outfit space: 820
    • weapon capacity: 370
    • engine capacity: 210
  • Dreadnought:
    • shields: 18100
    • hull: 7300
    • required crew: 84
    • bunks: 147
    • cargo space: 100
    • outfit space: 790
    • weapon capacity: 360
    • engine capacity: 190
  • Kestral:
    • shields: 17400
    • hull: 6200
    • required crew: 72
    • bunks: 128
    • cargo space: 120
    • outfit space: 810
    • weapon capacity: 380
    • engine capacity: 210
Our best ships to date are almost co-equal to each other, however, the best is the Carrier. However, to obtain these lovely ships, be prepared to fight as only the republic can buy them, meaning you will have to resort to piracy to obtain them. My personal recomendation is the Kestral. Although the hull and shields are not the best, the extra outfit space and engine capacity can allow for faster maneuvers and more weaponry, along with more customization options.

Weapons:
Remeber up above when I said our ships are unadvanced glass cannons? The unadvanced part comes into play here. The best wepons we have are as follows.
  • Proton Gun: Everyone's favorite syndicate and carrier weapon, we have tha turret that does 54 shield damage per shot and 52 hull damage per shot. The only advantage I see here is that these things can push a ship, forcing an auto-correct to allow a ship to leave by jumping out of the sector.
  • Heavy Anti-Missle Turret: Comparatively better than the Hai's anti-missle, this anti-missle is better than nothing when going up against missle weapons.
  • Flamethrower: While it is extrodinairily ineffective to bring a ship down with this, as a status weapon, it is powerful. With 200 Heat Damage being pumped out continuosly in a cone of fire eminating from your ship, you can paralyze the ships almost any race by overheating them. The downside ... you lose hypersapce fuel. Make sure to have a ramscoop installed if you ever plan on using it.
  • Typhoon Torpedoes: With decent tracking systems, and 610 shield, 700 hull damage per hit, not to mention the high indestructibility of them. These are the second best missle launchers in game (worth mentioning that only 3 races use missles).
  • Nuke: Most dangerous and most unobtainable weapon in the game. With 9000 shield damage and 7000 hull damage, these babys pack a punch. To get one, all you need to do is board a disabled syndicate craft in the Freeworlds Checkmate campaign. They have no launcher, but are loaded in a gun port, making them single shot weapons. So grab as many as you can, because the syndiacte has a near infinite amount of them stacked inside their ships. And at 1,000,000 credits per nuke, disabling and steal them is worth the risk, and should be pretty easy. Their ships are pretty weak after all. Oh, did I forgot to mention that you will also have to deal with 2-20 ships all launching nukes at you as well?
Engines:
I have been dismissing the Humans pretty much thoughout this guide. But finally, for once, we have an advantage. Our engines ... oh sorry, I almost talked about the Humans of the Deep. My bad. Yeah, we are still bad here too. Introducing the bulky and not so powerful Ion and Plama Engines. Not much to say here. They are the middle ground when it comes to engines. Decent thrust and turning, and an average power consumption/heat generation to thrust output.

Shields:
I don't know if it was the Humans or the Humans of the Deep who created the shield generator. Being that the largest can only be found in the Deep, I'm just going to say that humans have developed no shields.

Power:
Armageddon Core: At a whopping 24.2 energy generation, we fall into second to last for energy generation.

Heat:
Liquid Helium Cooler: If you lost all faith in humanity, fear not as we are second best in the entire galxy for cooling. With 69 cooling power, most human ship systems will reamin very cool, even while moving and firing your weapons. Finally, something we are good at.

Misc. Outfits:
Catalytic Ramscoop: Although we don't have the most powerful ramscoop. This is still a great achievement. Only 2 races have built these, and are these are essential for explore the rest of the galaxy.
Nerve Gas: By the far the best outfit humans have designed. So effective that 1.000M credit fine is impossed upon people who use it. I understand that chemical weapons are banned by litterally every nation on Earth and planet in this game, but when the odds are stacked against you capturing warships cheaply and effectively, there is nothing better, just be sure to stay away from those pesky Repuclic scanners. There is not linit to how many times they'll scan you and demand 1.000M in compensation.

Lore: 500 years ago, the Apha Wars began. These genetically modified humans had increased brain function, were faster, stronger, and deadlier than humans. With their advantages and green phosphorescent skin, they had 1 weakness, they couldn't reproduce. With the help from a guiding hand (the pug), where we almost become enslaved to them, we drove them back into the recesses of the galaxy. They still live in isolated parts of the galaxy, and it is a major reason why the Navy still exists. A single Alpha sighting is enough to drive 1000s of Navy officers to investigate and eliminate the Alpha.
Humans of the Deep
Welcome to my second favorite peacful part of Human Space, with my first being Sargas (Nerve Gas!!!). The humans here have achieved things greater than the rest of our race, like winning the Alpha Wars with Heavy Lasers. Still, in comparison to the rest of the galaxy, we might as well be flying ships made out of paper mache.

Ships:
With my life being made easy by the amount of ships made by the Deep, I present you with the most spacious and designable glass cannon.
  • Bactrian:
    • Shields: 17500
    • Hull: 8600
    • Required Crew: 70
    • Bunks: 245
    • Cargo Space: 530
    • Outfit Space: 740
    • Weapon Capacity: 300
    • Engine Capacity: 180
With the outfit space of a typical warship and the cargo space of five similarly sized vessels, the Bactrian is able to hold much more than a typical carrier, making it the best flagship for raiding outfits, raiding ships, or simply adding as many guns and systems required to hold them as you can. I must make this very clear; however, all of the more advanced races can shred a fleet of Bactrians in seconds, making them not ideal for the job of being AI controlled followers.

Weapons:
Although by no means the best in game, these are the top of the line weapons that you can get anywhere in Human, Hai, and Korath Space.
  • Electron Beam: Dealing 174 shield damage per second and 234 on the hull, this may not be the more damaging compared to the turret itself, the gun saves on outfit space, and seeing that the AI controlled bots that follow you around always point directly at whatever they are targeting, I think this is a perfect option to be used if more important and bulky machinery is to be used in the turrets.
  • Electron Beam Turret: This is the bigger version of the Electron Beam. Doing twice the damage for 2.5 times the outfit space, this is less efficient than the Electron Beam, but when keeping up with the fighters is near impossible, there is no alternative.

Engines:
Say hello to one of the best engines in game. While the Hai have the most efficient atomic engines in less heat generation, humanity has engines that conserve more electricity per thrust unit and have the best thrust to mass ratio. But that is just in thrusters, in steering the Hai have the upper hand, but enough talk and more data.
  • A120 Atomic Thruster:
    • Total Thrust: 55440
    • Mass: 22
    • Energy/Sec: 108
    • Heat/Sec: 210
    • Thrust/Mass Ratio: 2520
    • Thrust/Energy Ratio: 513.3333333
    • Thrust/Heat Ratio: 264
  • A250 Atomic Thruster:
    • Total Thrust: 98280
    • Mass: 34
    • Energy/Sec: 186
    • Heat/Sec: 366
    • Thrust/Mass Ratio: 2890.588235
    • Thrust/Energy Ratio: 528.3870968
    • Thrust/Heat Ratio: 268.5245902
  • A370 Atomic Thruster:
    • Total Thrust: 171360
    • Mass: 53
    • Energy/Sec: 306
    • Heat/Sec: 618
    • Thrust/Mass Ratio: 3233.207547
    • Thrust/Energy Ratio: 560
    • Thrust/Heat Ratio:277.2815534
  • A520 Atomic Thruster:
    • Total Thrust: 294840
    • Mass: 82
    • Energy/Sec: 498
    • Heat/Sec: 1044
    • Thrust/Mass Ratio: 3595.609756
    • Thrust/Energy Ratio: 592.0481928
    • Thrust/Heat Ratio: 282.4137931
  • A860 Atomic Thruster:
    • Total Thrust: 502920
    • Mass: 127
    • Energy/Sec: 738
    • Heat/Sec: 1746
    • Thrust/Mass Ratio: 3960
    • Thrust/Energy Ratio: 681.4634146
    • Thrust/Heat Ratio: 288.0412371
  • A125 Atomic Steering:
    • Total Turning: 23520
    • Mass: 16
    • Energy/Sec: 54
    • Heat/Sec: 132
    • Turn/Mass Ratio: 1470
    • Turn/Energy Ratio: 435.5555556
    • Turn/Heat Ratio: 178.1818182
  • A255 Atomic Steering:
    • Total Turning: 41220
    • Mass: 25
    • Energy/Sec: 90
    • Heat/Sec: 222
    • Turn/Mass Ratio: 1648.8
    • Turn/Energy Ratio: 458
    • Turn/Heat Ratio: 185.6756757
  • A375 Atomic Steering:
    • Total Turning: 71520
    • Mass: 38
    • Energy/Sec: 150
    • Heat/Sec: 378
    • Turn/Mass Ratio: 1882.105263
    • Turn/Energy Ratio: 476.8
    • Turn/Heat Ratio: 189.2063492
  • A525 Atomic Steering:
    • Total Turning: 123000
    • Mass: 60
    • Energy/Sec: 246
    • Heat/Sec: 630
    • Turn/Mass Ratio: 2050
    • Turn/Energy Ratio: 500
    • Turn/Heat Ratio: 195.2380952
  • A865 Atomic Steering:
    • Total Turning: 210540
    • Mass: 92
    • Energy/Sec: 396
    • Heat/Sec: 1050
    • Turn/Mass Ratio: 2288.478261
    • Turn/Energy Ratio: 531.6666667
    • Turn/Heat Ratio: 200.5142857

    Shields:
    Following up on the current trend of humanity, we again have the another weakest outfit in the galaxy.
    • D94-YV: Generating 78.6 shields per second and taking up 60 outfit space, it is both bulky and inefficient. Thankfully, better ones are readily available.

    Heat:
    No cooling systems have been developed by the Humans of the Deep, since a very good design is already available, no more modifications are needed.

    Misc. Outfits:
    • Large Radar Jammer: While not an essential outfit, this can help take the pressure off of any missles that track your ship with radar. If the missles use infrared or optics, this will not help.

    Lore: As it stands, it seems that the Humans that inhabit this part of the galaxy arrived some time before the hyperdrive was even invented. it was said that during these times, elves inhabitted these planets as well. Fastforwarding to the Alpha Wars, the Heavy Laser was "invented." It is later revelaed that the scientists have only just begun to understand what they invented, and that the elves (Pug) gave it to them.
Alphas
Say hello to the evilest and equally most annoying faction in the galaxy. Although the Alphas are not considered a civilization, mostly due to them being scattered by the efforts of the Pug and the Republic, and they have built no special ships of their own, they have found ways to thrive. To begin, the Alphas are deadly genetically altered humans with a weakness that they are not able to pass along their genetic code efficiently. The process by which they reproduce is by artificial insemination on hundreds if not thousands of human females. This provides the Alphas with only a handful of Alpha babies as well, but enough to keep the race alive from the continuos hunting. Being that the Alphas were extrodinarliy smart, they were capable of building the Oracle. A computer capable of predicting the entire human economy. When Oracle predicted a recession that would end the golden age of the Republic, the Alphas were called in once again to develop a nuke to destroy a major Republic facility to start a war and prevent this. In exchange for this, the Alphas demanded alien tech that the Syndicate had been acquiring. Using the jump drives they had acquired and getting a hold of a Republic capital ship, a few of them left the know galaxy and traveled into the unknown. This is not new to the galaxy though as the Alphas are known to the Hai. The originally came to swindle the Hai, until all Alphas were banished from Hai space forever, as the Hai understood that these were not just simple pirates or disillusioned generals bent on conquest, these were genocidal monsters that are bent on the conquest of the galaxy From there, they built a base on Avalon, attacking the Korath Automatons and stealing their tech, they have become a very powerful against the likes of Human, Hai, and Wanderer military tech. Using these ships, they have been stealing Korath jump drives and selling them to the Unfettered Hai. Thankfully, the Alphas are not prevalent ... yet. They are still on the rise in the galaxy, however ... just more content is needed.
Hai
This is one of the races that feels a bit better, but is still very close to home. These herbivores are mostly a peace loving race. Of course, this doesn't stop them from having a military to maintain said peace.

Ships:
Although they are the least impressive race when it comes to cargo hauling, their Heavy Warship stands as one of the best in the galaxy.
  • Aphid:
    • Shields:1700
    • Hull: 1400
    • Required Crew: 1
    • Bunks: 5
    • Cargo Space: 51
    • Outfit space: 185
    • Weapon Capacity: 37
    • Engine Capacity: 48
  • Flea:
    • Shields: 200
    • Hull: 700
    • Outfit Space: 60
    • Weapon Capacity: 9
    • Engine Capacity: 29
    • Automaton: 1
  • Lightning Bug:
    • Shields: 6700
    • Hull: 1700
    • Required Crew: 4
    • Bunks: 10
    • Cargo Space: 73
    • Outfit Space: 278
    • Weapon Capacity: 87
    • Engine Capacity: 93
  • Pond Strider:
    • Shields: 10000
    • Hull: 3000
    • Required Crew: 9
    • Bunks: 18
    • Cargo Space: 72
    • Outfit Space: 354
    • Weapon Capacity: 129
    • Engine Capacity: 76
  • Shield Beetle:
    • Shields: 32000
    • Hull: 9800
    • Required Crew: 47
    • Bunks: 95
    • Cargo Space: 142
    • Outfit Space: 798
    • Weapon Capacity: 333
    • Engine Capacity: 150
  • Solifuge:
    • Shields: 37800
    • Hull: 11000
    • Required Crew: 62
    • Bunks: 118
    • Cargo Space: 142
    • Outfit space: 828
    • Weapon capacity: 342
    • Engine capacity: 166
  • Violin Spider:
    • Shields: 1400
    • Hull: 600
    • Required Crew: 1
    • Bunks: 1
    • Outfit Space: 92
    • Weapon Capacity: 19
    • Engine Capacity: 30
  • Water Bug:
    • Shields: 7900
    • Hull: 4500
    • Required Crew: 5
    • Bunks: 29
    • Cargo Space: 197
    • Outfit Space: 368
    • Weapon Capacity: 145
    • Engine Capacity: 64
The best early game ship on the market for a player to buy, the shield beetle is a glorious sight to behold. With its incredible shield and hull maximums, it can absorb 5 nukes without fail. It is one of the best flaghips in game for a captain who doesn't need to steal outfits or ships.

Weapons:
  • Ion Cannon:
  • Pulse Cannon:
  • Pulse Turret:
  • Bull Frog Anti-Missile:
  • Chameleon Anti-Missile:

Engines:

Shields:

Heat:

Lore:
Quarg
The first real alien on our list. The Quarg are an advanced race of aliens with superior technology to most of the galaxy. The entire idea behind the Quarg, though, is literally to produce no heat, and drain your power, but they make up for it with their energy producing ships and the almighty god of power storage.

Ships:
The Quarg only have 2 ship variants, but both are almost identical to each other.
  • Quarg Skylark:
    • Shields: 120000
    • Hull: 70000
    • Outfit space: 600
    • Weapon Capacity: 200
    • Engine Capacity: 120
    • Energy Generation: 80
  • Quarg Wardragon:
    • Shields: 160000
    • Hull: 50000
    • Outfit Space: 600
    • Weapon Capacity: 200
    • Engine Capacity: 120
    • Energy Generation: 80

As you can clearly see the Quarg ships are more than 10x stronger than most human ships in just Hull and Shields alone. Clearly these ships would be perfect to assault the Drak with. Unfortunately, these ships are very rarely, if not impossible to take. With each ship sporting Intrusion Countermeasures numbering 120 for the Skylark and 160 for the Wardragon. With each one providing 60 defense, you are looking at a defense of 7200 and 9600. But it would be pretty nice to get one of these ships as they are able to produce energy without needing a reactor. (Hopefully the anti-matter core will be added into all Quarg ships).

Weapons:
Being the most powerful race in the entire galaxy aside from the Drak (and the secret Pug ships), it would make sense that their tech is top of the line and a danger to all who betray their trust, and they are.
  • Quarg Skylance: Say hello to the shield and hull slicer that un-mistakeably the second best ingame that be stolen legitamately. With the ability to slice through 3000 shields per second and 2400 hull per second, this weapon makes for one of the most dangerous threats to come across ingame.
  • Quarg Anti-Missile: If space in your ship's weapon capacity is not an issue, this is by far, the "best" anti-missile system available in-game. Dealing 150 anti-missle per second, if you can stay away from that nuke chasing you down for 80 frames, you will be just fine.

Engines:
Being as advanced as the Quarg are, I am ashamed of them for discrediting the Korath for their "inefficient" engines, but they do make my life easier as I only have to deal with two engines.
  • Medium Graviton Thrusters:
    • Thrust: 288000
    • Mass: 70
    • Energy: 1200
    • Heat: 600
    • Thrust/Mass Ratio: 4114.285714
    • Thrust/Energy Ratio: 240
    • Thrust/Heat Ratio: 480
  • Medium Graviton Steering:
    • Turning: 96000
    • Mass: 50
    • Energy: 600
    • Heat: 300
    • Turn/Mass Ratio: 1920
    • Turn/Energy Ratio: 160
    • Turn/Heat Ratio: 320

As can clearly be seen, the Quarg have one of the best Thrust and Turning to Mass ratios ingame. And while these engines are second best in the Thrust and Turning to Heat ratios, they leech energy like a Skylance.

Shields:
The Quarg have only developed 1 shield generator. But this 1 is the single most efficient shield generator in the galaxy.
  • Quantum Shield Generator: Generating a staggering 600 Shields per second, it can ease 1/5 of the shield damaged received from a single skylance. By far, it is the best ingame, but coming with a 120 outfit space requirement, only the larger ships can effectively use one without sacrificing other outfits.

Power:
The Quarg have a good excuse to be very wasteful of energy. Their core and and battery are the single best power outfits conceptualized.
  • Anti-Matter Core: Say hello to the best unimplemented powersource ingame. Generating a staggering 4800 power/second with only a mass 80, these cores are nearly four times as efficient as the Korath's Triple Plasma Cores in power/mass ratios and sixteen times more heat efficient as well. Once the Quarg are rebalanced, this will be the energy source to have.
  • Nanotech Battery: Storing 30k energy in just 50 outfit space is other achievement by the Quarg. Wheras Humans are the closest with our 160 outfit space battery that holds only 23k power, the Quarg are yet again, the best in show.

Heat:
Nothing has been developed by the Quarg to combat the obvious problem of their outfits constantly overheating. They are only the most efficient in producing energy and shields whithout producing much or no heat.

Lore:
The illustrious Quarg are makers of some of the best tech ingame. Being one of the top tier aliens in the entire Galaxy, they also have a certain protocol of not giving anyone technology (especially military) unless they have earned their complete trust. It can be confirmed that they did jack squat to help the humans during the Alpha Wars, and did a little bit more in helping with the Pug by giving some information to you. They also helped slightly more by assigning a Beta to hold the jump drive tracking device to find the Aphas during the Wanderer War with the Hai as tech selling is not viewed favorably by them. Getting info from them is almost like extracting blood from a rock, which is a good thing as spilling all the secrets of the galaxy takes all the fun out of the game, and would advance all of the races. One piece of info available that the Quarg have not shared is the fact that one of their ringworlds have been ripped apart, something regarded as impossible by lower level aliens.
Pug
Do you believe in MAGIC? DO YOU BELIEVE IN MAGIC?!?!?!?!?!?! If you do, then you've come to the right place. The Pug are currently tied with the Drak for the title of "Most Magical Alien".

Ships:
Comprised of only 3 ships initially and the 4th having a limited number that can be found, the Pug are suprisingly weak when counting their first three ships.
  • Pug Zibruka:
    • Shields:4000
    • Hull: 1000
    • Cargo Space: 20
    • Outfit Space: 180
    • Weapon Capacity: 68
    • Engine Capacity: 76
    • Energy Generation: 10/s
    • Shield Generation: 6/s
    • Shield Energy: 6/s
    • Heat Generation: 20/s
    • Energy Capacity: 1000
  • Pug Enfolta:
    • Shields: 6800
    • Hull: 1700
    • Cargo Space: 40
    • Outfit Space: 360
    • Weapon Capacity: 184
    • Engine Capacity: 106
    • Energy Generation: 1320/s
    • Shield Generation: 480/s
    • Shield Energy: 480/s
    • Heat Generation: 1920/s
    • Energy Capacity: 2000
  • Pug Maboro:
    • Shields: 12600
    • Hull: 2700
    • Cargo Space: 70
    • Outfit Space: 560
    • Weapon Capacity: 309
    • Engine Capacity: 148
    • Energy Generation: 1920/s
    • Shield Generation: 600/s
    • Shield Energy: 600/s
    • Heat Generation: 2880/s
    • Energy Capacity: 4000
  • Pug Arfecta:
    • Shields: 98000
    • Hull: 80000
    • Cargo Space: 64
    • Outfit Space: 640
    • Weapon Capacity: 390
    • Engine Capacity: 220
    • Energy Generation: 12000/s
    • Shield Generation: 1920/s
    • Shield Energy: 1920/s
    • Hull Repair Rate: 300/s
    • Hull Energy: 300/s
    • Heat Generation: 600/s
    • Energy Capacity: 10000

While all the ships above really, honestly, and truly are aligned more with garbage scows, the Arfecta is different. Being on par with the Quarg ships, it represents a Medium Warship of the Pug Race. Sporting both a cloaking device and 12 Pug Biodefenses (Gas Chambers). Capturing one of these ships will be a challenge. May RNGesus be with you if you try.

Weapons:
While at first glace, the Pug seem like pushovers who dared attack the Republic, the Pug are on equal terms with the Quarg.
  • Pug Zapper: A relatively weak weapon in terms of the galaxy, but it is nearly the exact opposite of the electron beam in hull and shield damages of 222 and 174 per second. A good combo weapon to go with the electron beam.
  • Pug Zapper Turret: Twice the power of the Zapper, and is also an opposite of the electron beam turret.
  • Pug Seeker: A stange weapon. No ammunition is required for it, and it is very effective against smaller ships.
  • Pug Anti-Missile: This weapon is on par with the Quarg Anti-Missile doing 150 damage per second.
  • Pug Gridfire Turret: The bread and butter of the Pug. With 30% of all damage able to pierce through an enemy's shield and doing 1800 to both shield and hull per second, this weapon is a match for most alien ships (especially the Quarg who have low hull strength, but great shielding).
  • Tier 3 Anti-Missile: The second best anti-missile system. It deals 1000 dmg to missles per second, which enough to kill a nuke before it even touches your ship.

Engines:
Say hello to the most heat efficient engines ingame. While not as powerful as the Quarg engines, they procudce little to no heat and are not even close to being as power hungry as the Quarg's.

  • Afkar Thruster:
    • Thrust: 100800
    • Mass: 43
    • Energy: 132
    • Heat: 186
    • Thrust/Mass Ratio: 2344.186047
    • Thrust/Energy Ratio: 763.6363636
    • Thrust/Heat Ratio: 541.9354839
  • Cormet Thruster:
    • Thrust: 158400
    • Mass: 60
    • Energy: 198
    • Heat: 276
    • Thrust/Mass Ratio: 2640
    • Thrust/Energy Ratio: 800
    • Thrust/Heat Ratio: 573.9130435
  • Lohmar Thruster:
    • Thrust: 237600
    • Mass:84
    • Energy: 294
    • Heat: 414
    • Thrust/Mass Ratio: 2828.571429
    • Thrust/Energy Ratio:808.1632653
    • Thrust/Heat Ratio: 573.9130435
  • Afkar Steering:
    • Turning: 45000
    • Mass: 33
    • Energy: 78
    • Heat: 126
    • Turn/Mass Ratio: 1363.636364
    • Turn/Energy Ratio: 576.9230769
    • Turn/Heat Ratio: 357.1428571
  • Cormet Steering:
    • Turning: 67800
    • Mass: 46
    • Energy: 114
    • Heat: 186
    • Turn/Mass Ratio:1473.913043
    • Turn/Energy Ratio: 594.7368421
    • Turn/Heat Ratio: 364.516129
  • Lohmar Steering:
    • Turning: 102000
    • Mass: 64
    • Energy: 168
    • Heat: 282
    • Turn/Mass Ratio:1593.75
    • Turn/Energy Ratio: 607.1428571
    • Turn/Heat Ratio: 361.7021277

Shields, Power, and Cooling:
Pug magic is best magic. As such, no outfits have been made to fill in these areas.

Lore:
The Pug are a race with a plan. For many unknown reasons, they interfere with the galaxy. They kidnapped Humans from Earth and took them to the Deep, helped the humans win the Alpha Wars (probably to stop the complete takeover of the galaxy), stopped the Civil War we go through by invasion, annihilated a Quarg ringworld, and interfere in the process of the Wanderers. They barely speak to humans if there is nothing to say, and they are enigmatic. Quite honestly, I have no clue what their grand scheme is.
Korath
Wanderers
Hybrid cars on Earth are pretty decent. Good gas mileage, good drive power (not for doing heavy work, but works fine for getting from point A to point B), and that means savings. In space ... hybrid means the exact opposite, slow moving and no efficciency in outfits, unless you are running a very small ship that needs to have them as nothing will fit. Introducing the hybrid ship masters, the Wanderers. Ok so I might be a little hard on them, aside from their warships and weapon systems, the Wander outfits are pretty poor for a Tier 2 class alien.
Coalition
Kor Effret
Pacifists. They use only world-ships, and have designed a way to take control of the local automaton ships called the Spartan Command Center. Aisde from that and the Quarg showing dominance over them, they are relatively boring. It is hoped that one day, the Wanderers will be able to restore their worlds to being prosperous again.
Kor Mereti
Kor Sestor
Drak
Betas
53 Comments
Bardagh 18 May, 2022 @ 1:44am 
from top of page: "This Project Is Dead on My End
However, look up the Hitchhiker's Guide to the Galaxy guide here. It is an up-to-date one."
mrluu132 14 May, 2022 @ 2:05pm 
yes
chrismmar 12 May, 2022 @ 12:19pm 
is this guide dead? it missing lots of stuff and has not been updated in 4 years :tank:
aidandixon1111 7 Apr, 2019 @ 11:18am 
If you complete the wanderer storyline they have some extremely powerful warships, killed one of those scary tier 4 space spiders with about 10 of them
ajk1139 24 Apr, 2018 @ 5:26pm 
+Rep.
Drascalicus  [author] 24 Apr, 2018 @ 5:11pm 
Also, I gave yours an upvote. Hopefully, people will see yours.
Drascalicus  [author] 24 Apr, 2018 @ 5:10pm 
No Problem
ajk1139 24 Apr, 2018 @ 5:10pm 
Thanks!


P.S. At first I was scared that that was total sarcasm.
Drascalicus  [author] 24 Apr, 2018 @ 5:05pm 
I have let this thing die, and I have no real motivation to finish it.
Drascalicus  [author] 24 Apr, 2018 @ 5:05pm 
Go ahead, broadcast yours, and if you want, take from mine.