Out There: Ω Edition

Out There: Ω Edition

Zen Elan Jul 18, 2015 @ 12:12pm
Beginner Tips - Share Yours.....
Had similar gaming pangs as most who get started until I tweaked a few small things and everything changed.

1. The idea is to stay in as much control as possible, play it safe and think minimal (least amount of manouvers to stay in the advantage). Exploring every star and planet is not necessary. I was reckless my first couple runs landing everywhere and drilling everything. Consider 1 single unit of fuel as incredibly valuable, you're in it for the long haul.

2. Staying in control is to keep an eye on fuel, oxygen and hull. Unless your maxed out focus on planets that would yield in exactly what you need to keep moving forward, skip the others and move on. All the fuel used going from planet to planet adds up.

3. First shot at drilling/probing a planet is a test run, so 1 or 2 energy. You'll know immediately if the planet returns in multiples or gives back what you put in. So if 1 energy/depth = 3 oxygen that's a good sign. Next round boost it up 5-7 for the big score. If 1 energy/depth = 1 iron no good, move on.

4. Check the synergy video posted in the community hub. yep great game
Last edited by Zen Elan; Jul 19, 2015 @ 2:41pm
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Showing 1-14 of 14 comments
Zumbo Prime Jul 18, 2015 @ 9:58pm 
Got one more for you. If the first planet you go to is a gas giant, if it turns out poorly and you can afford to, it often helps to just move to a new system. The 10 fuel you save moving from planet to planet adds up over time, and you'll at least make some forward progress instead of staying in the same system.
Zen Elan Jul 19, 2015 @ 1:23pm 
"I'll NEVER MAKE IT STRATEGY"

I first started doing this in desperate moments, now ♥♥♥♥ it I do it all the time. It's a bit tediuos. On ALL gas planets, even those that are H- and He-.

Notice yields go down after each drill & dig? Yep...
There's a point where both 1 or 2 energy = 1 H or 1 H & 1 He.

So obviously go with 1 depth......

I tap out the entire planet repeating 1 depth, usually 10 probes. If i'm only harvesting H net fuel gain is usually around +10. If harvesting both H and He, net fuel gain is around +40. With this strategy you will almost never run out of fuel so long as you hit up every gas planet.

My last run I had so much fuel I stopped gathering H, had 4 blocks of 20 He. Ran out of oxygen LOL!! Couldn't find a damn garden planet.
Last edited by Zen Elan; Jul 20, 2015 @ 4:03pm
Zen Elan Jul 19, 2015 @ 2:44pm 
"BREATH OF FRESH AIR STRATEGY"

When you come across a garden and you know you have enough oxygen, plunder the other planets if needed and save the garden for last. This way you'll leave the solar system with near max Oxygen. Every little bit helps in this ♥♥♥♥♥♥♥ game :D

(Same strategy applies to supply stations)
Last edited by Zen Elan; Jul 19, 2015 @ 2:46pm
Katemare Jul 19, 2015 @ 3:14pm 
I discovered that it's useful to drill/probe the first two systems (nearest to the starting point) to the max. They seem to be a specific config of Yellow Dwarf with exactly two planets, one gas giant and one rocky world. It's ok to go down to depth 10 and break the tool: you have space to spare for all the yield and plenty of iron to fix everything. This way, you start with a reliable store of fuel and repair resources. Though one of the gas giants sometimes does yield poorly, so it might be useful to probe it down to depth 3 at first.

When you repair a tool (such as at the beginning after drilling/probing to depth 10), place it more conveniently to make synergies possible in the future. The starting config isn't optimal.

If you encounter aliens on a planet and don't have the resource they ask for, you can cancel the dialog and start it anew. Tell them that you are an enemy this time, and you will receive a word without giving a resource (unless you already know all words).

Until you remember all types of ships and have all achievements, always board an abandoned ship even if you don't plan to switch. You can go back without losing anything. Open the ship panel for the new ship: it might have different resources requirement better fitting to your situation. Also, it will have fuel, air and hull 100 each: it might be a life savior. If you don't want to use the ship, however, you can break its systems for resources.

You don't win by extending the jump range... You win by making resource consumption efficient. Long jump will leave you fuel-less anda are thus impossible until you can use less fuel per distance unit. The same goes for air and hull comsumption: the journey is possible by removing dependance on resources.

It's useful to have a notebook at hand to write down which types of planets have which resources, what are good and bad answers to adventures and so on... This way you accumulate experience and create your own guide. For some people, using others' guides feels like cheating, but making notes is part of the game.
Zen Elan Jul 20, 2015 @ 3:56pm 
Awesome. What I appreciate about the game is the variety of play experiences. I've had about 5 really good runs, and each totally unique in strategy. I had one run where I boarded the super rocket and immediately installed the interferometer. Was able to plan my route, extend jumps and bounce from one garden to the next to refuel. That worked well..... until it didn't.
Last edited by Zen Elan; Jul 20, 2015 @ 4:04pm
Zen Elan Jul 20, 2015 @ 4:02pm 
"SCOUT STRATEGY"

When you come across the firefly and you don't want it and don't have the interferometer, consider taking it on a run to scout out multiple systems ahead. That little ship can make it pretty far, just remember which system to return to when you want your old ship back :D Risky manouver yes, considering there are worm holes out there.... yikes
Sushi_Rocks Jul 21, 2015 @ 4:15am 
Originally posted by JohnnyAbleLaw:
"I'll NEVER MAKE IT STRATEGY"

I first started doing this in desperate moments, now ♥♥♥♥ it I do it all the time. It's a bit tediuos. On ALL gas planets, even those that are H- and He-.

Notice yields go down after each drill & dig? Yep...
There's a point where both 1 or 2 energy = 1 H or 1 H & 1 He.

So obviously go with 1 depth......

I tap out the entire planet repeating 1 depth, usually 10 probes. If i'm only harvesting H net fuel gain is usually around +10. If harvesting both H and He, net fuel gain is around +40. With this strategy you will almost never run out of fuel so long as you hit up every gas planet.

My last run I had so much fuel I stopped gathering H, had 4 blocks of 20 He. Ran out of oxygen LOL!! Couldn't find a damn garden planet.

Do you even life seed or omega, bro?
Bomoo Jul 21, 2015 @ 10:18am 
Here's the only tip you need for this game: be lucky. If you get a series of ♥♥♥♥ fuel probes, you're dead and nothing else you've done matters.

http://steamcommunity.com/sharedfiles/filedetails/?id=485670098
Last edited by Bomoo; Jul 21, 2015 @ 11:24am
Sushi_Rocks Jul 21, 2015 @ 1:31pm 
I should consider making a video to give away some basics :'D

I am on my second run and I have so far visited over 160 planets, terraformed more than 10 planets and can do every ending I want PLUS I almost got every achievement in the second run....

And the run isnt even over yet.

It's not coincidence that some people can manage to win this game quite easily, guys.
You just have to understand how it works ^^
Bomoo Jul 21, 2015 @ 8:43pm 
Wow, dude, you're so good at this game. And by that I mean you got lucky in one run. I've had a few runs like that, but then hours and hours of dying because of RNG nonsense. Such skill. Wow.
Sushi_Rocks Jul 21, 2015 @ 11:15pm 
Originally posted by Bomoo:
Wow, dude, you're so good at this game. And by that I mean you got lucky in one run. I've had a few runs like that, but then hours and hours of dying because of RNG nonsense. Such skill. Wow.

Well... I have the normal edition on my phone and I had four runs there so far and three of those four were sucessful with an ending... maybe you should start to search for exploits in the game.
I am not trying to brag here, so lets do a more constructive conversation.

What are your main problems that make you die in the game?
This game is a die & retry game. So chance is great to everybody, but only necessary to stubborn buddies.
But chance only goes when you're doing something wrong, otherwise it's "skill".

The only thing to do to succeed is to plan your exploration, for me, it's to have a good amount of materials in cargo in case of finding a huge ship to repair or upgrade with modules.

And to manage this, you only need to know what to do on events and drill/probe efficiently.

To get more chance of succeeding :
- You can use some gameplay tricks to enlarge your cargo/manage resources. (recycle/rebuild cheap modules)
- Maximize or reduce bad event effects. (try to not jump into stars)
- Build material or fuel depot with abandoned ships (explore, get ressources, store it)

A thing to remember : you won't encounter a bad event a second time.

At the beginning I was just dying. Then, I make 240k final score without dying during the game.
Zen Elan Jul 23, 2015 @ 11:36am 
Good stuff. Using abandoned ships as storage to return to if need be. Interesting. Thanks.
Gunmetal Toughie Feb 2, 2017 @ 12:59am 
Originally posted by Zen Elan:
"SCOUT STRATEGY"

When you come across the firefly and you don't want it and don't have the interferometer, consider taking it on a run to scout out multiple systems ahead. That little ship can make it pretty far, just remember which system to return to when you want your old ship back :D Risky manouver yes, considering there are worm holes out there.... yikes

Ha! You dildo :) I tried your advice, and after the second jump, my interplanetary drive was ♥♥♥♥♥♥. I had to jump back to my old ship and dismantle my space folder in order to fix the interplanetary drive, in order to get to my ship. Im lucky it wasnt my space folder that went down.

No, the firefly scout start is a risky move. Especially in a late stage of the game.
But it was a nice idea, Ill give you that.
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