Sensmos:Corridors — how to play
A season of one to four weeks on the real Sensmos network — Season 1 is a one-week alpha test. Your node is your planet, the lanes are measured pings, three factions race for the three fragments of the Carrier. Nobody wins a prize — only the Hall of Fame.
Getting in
- You need a node in the Sensmos app. Sign in from the app (Game), pick a pilot name, enlist with one node. One wallet = one planet = one ship = one faction.
- Second device (phone, another browser)? Type the login code shown next to your pilot name — no app needed there.
- The season starts for everyone at once. You can join late; your planet appears in your faction's sector.
- Your planet is as good as your node: uptime and sensor categories decide what it produces.
The first ten minutes
- Follow the First flight card: fly to a neighbour, chart a new system, trade, take a job, report to your capital for +100 CR.
- Energy is fuel. Keep a slot of it. On empty you can still drift — very slowly.
- Every day the Today's run card gives you three things worth doing. All three done = +100 CR, +10 rep.
Orbit and port
- Arriving at a system puts you on orbit. The scanner, fights and helping others work from orbit.
- The port (market, shipyard, repair, jobs, engineer, archive) needs docking — a few minutes. Undocking takes one. The port is safe from the Static.
- Foreign capitals will not let you dock. Planets of other factions trade at full price — and run a black market (see Smuggling).
Exploration
- Every new system you reach adds exploration data to your ship. Sell it at your capital; first discoveries pay most and give your faction points.
- Outside a capital the Scanner tab shows a spectrum: tall wide plateaus are common stuff, thin low needles are the rare finds. Put the slider on a signal and fly out — it costs only time.
- Finds are materials. Identify them, use them in fights, bring them to an engineer (⚙ on the map) to raise your ship's parts G1–G5.
Money
- Prices come from stock: a full warehouse sells cheap, an empty one pays dear. Your own warehouse is free. Your faction's planets give 10 % off.
- Your node pays you daily credits. Jobs on bulletin boards pay credits and reputation. Reputation unlocks bigger hulls.
- Spend it: a second weapon, armour, a Kestrel or an Ox. A Moth with one laser does not survive week three.
The Static
- The Static is the enemy of everyone. It meets ships on arrival (not at home, not at a capital), drifts around as scouts, and every three days raids a system for two days.
- Defend by being docked within two lanes of the besieged system, or hit the swarm on its way. A lost raid hurts the planets around it.
- If your hull breaks, your ship is a wreck where it fell. Wait for a tow from your faction — your insurance pays the rescuer and grows every day you survive — or take the escape pod home (24 h, ship and hold lost).
Fighting other pilots
- With a weapon aboard you can hunt any enemy ship on your faction's radar: the game picks a stop on their route where you arrive first and you wait there on orbit.
- A fight is five turns, both choose at once: fire, brace, manoeuvre, flee (a speed roll) or a portal key (sure escape). A material from your stash adds a one-turn effect.
- A turn lasts five minutes; if you are away, your doctrine (offensive / defensive / evasive) plays for you. Hull to zero is a wreck; after five turns more hull wins and the loser gives up a tenth of the hold.
- Capitals, ports and systems with planets of your faction are safe.
Smuggling
- A Cloak hides your ship from enemy radar weaker than it — only with no weapons aboard. An equal radar sees you at half range; a better one at full range, and its pilot is paid for catching you.
- The cloak has ten points a run: every system with an enemy planet you enter costs one plus that planet's Radar array. Below zero it burns out until you dock at a port of your own faction.
- Ports of enemy planets sell their stock at half price on the black market, only into Smuggler holds. Sold at a port of your faction it pays a 50 % premium and feeds the faction treasury. Hold contents survive a wreck.
Your faction
- Points come from first discoveries, finished jobs, anchors held, relics archived and above all Carrier fragments (300 each). The Faction tab shows the goal of the moment and your faction's board, readable and writable from anywhere.
- Anchors: land Matter there for the garrison (it pays credits from the treasury and reputation); twelve hours in the lead and the anchor pays points every cycle.
- Portals: surveying and opening them is a faction job — free, time only, any pilot can join. An open portal jump takes about a third of the lane route between its ends (5 min – 1 h) — jump from the system card, or let the route use it.
The Carrier
- Three fragments lie hidden where the Static is loudest. From the third quarter of the season your capital hears a bearing every dawn; in the last quarter every location is known to all.
- Any ship can lift a fragment from orbit. Bring it to your capital: 300 points. The third fragment wakes the Static — hold your capital through the final raid and the season is yours.
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