FLOPPY SPACEWIKI / FIELD MANUAL
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Reference: Experimental 0.41Menu / Back: Esc native · F8 itch
SHARED PERSISTENT ENCOUNTERS

Sites, ratings and combat preparation

All 32 base space-site types, the combat rating bands, wave triggers and fitting advice.

At a glance

Combat types
8
Other space-site types
24
Compiled comparisons
128
Current release
0.41.0-experimental.1

Field notes

Complete the probe mini-game to identify a signal. Combat sites then show intelligence before you choose Warp. Cancelling preserves the scanned signal so you can refit and return. Native uses Escape; browser uses F8 for its menu/back behavior.

C-number is a stable encounter class, not your character level or a unique location. The two-letter code identifies the combat type. The separate signal identifier, generated name and system locate a particular instance. A 250-series site is harder than a 200-series site in the same reality.

000–099: original rookie encounters, practical for T0–T1 learning fits. 100–199: equipped native-space combat hulls. 200–249: stronger T2–T3 reference fits. 250–299: advanced native-space fittings. 300–349: Reality I; 350–399: Reality II; 400–449: Reality III; 450–499: Reality IV. Fit, weapon size, power, range and mutations matter more than hull tier alone.

After Reality IV, add 50 rating points per deeper reality. Health uses 1 + 0.18 × extra depth and damage uses 1 + 0.12 × extra depth. These factors apply to the Reality IV budgets; the implementation caps depth at 255.

Each flight has one relay leader. Destroying that leader starts a four-second reinforcement timer. Killing escorts first controls incoming damage; killing leaders early can leave multiple flights alive. Completed and pending waves are saved, so leaving does not resurrect defeated ships.

The optional command boss is a seeded chance for that site, not a reroll when you warp away. It arrives after the ordinary escorts die. Original rookie sites have no command response. The existing multi-stage escalation chain remains a separate progression system.

Advice uses actual fitted weapons, available ammo, calibration, mutations, projectile reach and current resistance-adjusted shield/armor/hull. A rookie cannon cannot damage higher-tier site hulls. Empty compatible ammunition is excluded. It does not promise enough ammunition for the entire fight.

Legal fitted examples; full defenses; adequate ammunition; calibration 1/3/6/10 by band. Mutated examples use attainable +20% relevant hull/module traits. 70% player application (50% below range 18), 40% NPC application, escorts first, no repairs or overlapping waves. Boss excluded from ordinary-site verdict. These are estimates, not guarantees.

Margin is current effective defense divided by estimated ordinary-wave damage: below 0.80 too hard; 0.80–1.14 high risk; 1.15–2.49 decent challenge; 2.50 or more easy. Optional boss budgets are shown separately. Named or emergent signals can add stronger leaders or change population; the scanned report uses that actual descriptor.

All base site variants

Combat

Mining

Salvage

Hacking

Combat site and fitting chart

Reference and coverage

Experimental 0.41.0-experimental.1 / src/game/combat_sites.h and compiled combat-site-balance.json

Shared Persistent encounters may appear in older clients whose local fitting or scan interface differs.