FAQ
The rules of SpaceMMO, question by question: action points, levels, fuel, stations, deposits and freight.
How do I get action points back?
You gain one action point an hour, up to your maximum. To raise that maximum, buy the Max action points upgrade. The Store also sells stimulants, which give you 48 action points at once, even past your maximum, and a pilot licence, which gives you one point every half hour instead of one an hour.
How do I gain levels?
Every action point you spend earns you 100 XP, whatever the action. Level 1 takes 1,000 XP, and each level after that takes 100 more than the one before.
How do I fill the tank?
On the Station page. You can buy a full tank there at 15 CR a unit, or fill it for free with the fuel in your warehouse. To get fuel into your warehouse, refine light gases at a station: 10 units of gas make 1 unit of fuel. That is cheaper than buying it.
How much fuel does a jump burn?
Within your range, a jump burns 20 units of fuel, plus 7 per light-year travelled. Beyond your range, a jump to a landmark burns 60 units, plus 1 for every full 1,000 light-years travelled. A hyperjump and a jump into a black hole each burn 60 units, and crossing the relay burns 80. The Fuel efficiency upgrade lowers all of these costs. Jumping to your home port and returning to the cradle burn no fuel at all.
Where do my refined goods go?
Into your warehouse. You have a single warehouse, shared by every station, with no limit. Your hold only carries raw resources: you collect them from your silos, then refine them at a station. The Inventory page shows your hold and your warehouse wherever you are. Your refined goods pay for your upgrades, for upgrading your station and for contributing to the relay worksite, but you have to be at a station to spend them.
What do I do when the tank is empty?
Wherever you are, you can jump to your home port from the Landmarks page, for 1 AP if it's in range and 2 AP otherwise. You can also return to the cradle from the Navigation page for 4 AP. These jumps burn no fuel, but they don't refill your tank, so fill up at the station you land at. If you are out of credits, press Work at that station to earn some.
What are landmarks for?
A landmark lets you return to a system in a single jump, even from the other side of the galaxy. To add one, go to that system and press Add to landmarks beside its name. The jump costs 1 AP if the system is in range, 2 AP otherwise, plus fuel (see "How much fuel does a jump burn?"). The Landmarks upgrade gives you more slots. Your home port, your stations and your extractors are always on the Landmarks page and don't use a slot.
What is the home port for?
Your home port is a station you can jump back to from anywhere without burning fuel. You'll find this jump on the Landmarks page, and it costs 1 AP if the station is in range, 2 AP otherwise. At first, your home port is the cradle's station. To change it, go to any system with a station, yours or another pilot's, and press Set as home port on the Station page.
Why build my own station?
To pay lower freight fees. When you collect, each extractor's fee is worked out from the cheapest station, and your own stations halve it wherever you are. The more of your stations stand near your extractors, the less you pay, including for extractors you place later. Only you can upgrade your station to level 2. At level 2, every pilot can use the market at your station, and hire or dismiss crew there. A system has only one station: if another pilot has already built theirs there, you cannot build yours. Every station also earns you influence, which brings down the price of your upgrades.
What is influence for?
Influence lowers the cost of all your upgrades. You get 1 point for every system you discover. A station earns you 10 points when you build it, then 20 more when you upgrade it to level 2: each level earns 10 points more than the one before. The more points you have, the bigger the discount. It has no cap, but it grows more and more slowly. The Upgrades page shows your influence and your discount.
Can I use another pilot's station?
Yes, all of its services are open to you, including collecting. The freight fee there is at full rate, but if one of your own stations is cheaper for an extractor, the game works out that extractor's fee from your station instead.
What is the relay for?
The relay takes you to a system far from the centre of the galaxy, where deposits are more likely to be rich. To activate it, pilots contribute refined goods from their warehouse to the worksite at the cradle. Contributing costs no AP, but you do not get the goods back. The relay activates 48 h after the worksite is complete, and then any pilot at level 25 or above can cross it, even if they didn't contribute. Crossing costs 8 AP and 80 units of fuel, and it's a one-way trip: to get back, jump to your home port or to one of your landmarks.
How is the freight fee worked out?
The freight fee is paid in credits each time you collect, and it is a share of the value of what you collect. That share depends on the distance between the extractor and the station receiving the collection: 10% when both are in the same system, then it rises gradually, for example 25% at 5 light-years and 30% at 10 light-years, and never more than 40%. It is halved when the station is yours. That is why, for each extractor, the game compares the station you are docked at with each of your own, however far away, and uses whichever costs you less. On the Extractors page, each extractor shows the station its fee is worked out from.
What is the crew for?
Each crew member has one or more skills, and each skill gives you a bonus. The more levels your crew has in a skill, the stronger that skill's bonus. You can see today's candidates on the Crew page wherever you are, and a countdown shows when the next ones arrive. To hire or dismiss a crew member, though, you need to be in a system with a level 2 station, yours or another pilot's. The same goes for the market. You pay for the whole contract up front, with rations from your warehouse, and you make rations by refining organics. Rarer candidates have more levels but are pricier. A contract lasts 1, 3 or 7 days, and the longer it is, the less each day costs. When the contract ends, the crew member leaves your ship. You start with one candidate a day and one crew slot. The Daily candidates upgrade adds candidates, and the Crew slots upgrade adds slots. The Recruit quality upgrade makes rare candidates appear more often, and the Contract length upgrade adds free days to every contract.