TGMC:Guide to Research: различия между версиями
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imported>AzonStarfall (Inflation via https://github.com/tgstation/TerraGov-Marine-Corps/pull/11815) |
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(не показано 11 промежуточных версий 2 участников) | |||
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{{TGMC}} | |||
{{Speech | |||
|name=H.E.L.I.O.S. | |||
|text=Welcome, doctor. Would you like to play a game... of chance? | |||
|image=[[File:TGMC_AI_Helios.gif|64px]] | |||
}} | |||
<br> | |||
=Introduction= | |||
The days of sitting in medbay begging for Xenomorph eggs are over. Thanks to a substantial grant from the heads at Nanotransen, as well as an increased need for mature xenomorph caste biosamples, the parameters of the researcher's operational guidelines have been redefined. | |||
So, take up your hacksaw and trowel, because we've got analysis to do. Best to armor up; you'll hate to lose your head. | |||
=Materials and Methods= | |||
Your studies will revolve around two types of data, Xenomorph Samples and Subterranean Artifacts. Each is collected using a distinct tool; in the event you lose your set, there are 5 spares of each in the NanotrasenMed Plus vendor. These tools are: | |||
[[File:TGMC_research_analyser.png|64px]] The xenomorph analyzer, used for harvesting tissue samples from xenomorphs. Works on both living and dead xenos, but dead is ''significantly'' easier. | |||
[[File:TGMC_research_extractor.png|64px]] The subterranean extractor, used for drilling into groundside artifact sites. | |||
==Xenomorph Samples== | |||
To harvest a xenomorph sample, click on it with the analyser. Each specimen can only be sampled once, after which the collected samples are redundant and non-viable for research. | |||
After clicking, the analyzer will yield a sample dependent on the tier of the harvest xenomorph, scaling from Tier 1 to Tier 4. Minions cannot be harvested for samples. | |||
Collect these samples, and store them for future study. | |||
==Subterranean Artifacts== | |||
By reviewing your minimap, you'll see a number of marked positions throughout the colony. These are excavation points. Travel to them, and use your excavator near the zone. | |||
This will generate xenomorph samples or artifacts. Similarly to xenomorph samples, these artifacts will be stored for future study. Note that artifact currency is not the same as reward currency, despite sharing a similar sprite. Selling it will yield little to no reward, until researched. | |||
==Sample Analysis== | |||
Once you have collected a xenomorph sample, it will require research before it can yield anything useful. This research is performed through the research console [[File:TGMC_research_console.png|128px|frame|right|The Research Console]] | |||
Assuming the research console is empty, click on it with a collected sample to insert it. Then, interact with the console to open its interface, and press the '''Research''' button to begin researching. After a short delay, you'll receive a reward. | |||
=Results= | |||
The rewards for research are divided into four categories of rarity: '''Basic''', '''Common''', '''Uncommon''', and '''Rare'''. When research is performed on a sample, you have a percentage chance to receive a reward on each rarity level. Higher tier xeno samples are rewarded with a higher chance of rare rewards, and rarer forms of research currency have a higher chance of rare rewards. | |||
Note that the rewards for currency research and xenomorph research are independent of each other. For example, the cloaking implant is unique to the xenomorph research field, while the armblade is unique to the currency research field. | |||
The various rarities and reward tiers are as follows: | |||
{| class="wikitable" | |||
|+ Xenomorph Sample Rarity Tiers | |||
|- | |||
! !! Tier 1 !! Tier 2 !! Tier 3 !! Tier 4 | |||
|- | |||
| '''Basic''' || 100% || 100% || 100% || 100% | |||
|- | |||
| '''Common''' || 15% || 40% || 50% || 50% | |||
|- | |||
| '''Uncommon''' || 7% || 20% || 40% || 40% | |||
|- | |||
| '''Rare''' || 1% || 6% || 10% || 50% | |||
|} | |||
{| class="wikitable" | |||
|+ Currency Sample Rarity Tiers | |||
|- | |||
| '''Basic''' || 100% | |||
|- | |||
| '''Common''' || 30% | |||
|- | |||
| '''Uncommon''' || 20% | |||
|- | |||
| '''Rare''' || 5% | |||
|} | |||
Note that the 100% chance of a basic item does not mean you will receive a basic item every time; This simply means that, in the event you fail to roll for a higher tier reward, you'll still receive a reward in the basic tier. | |||
=Unique Items= | |||
In addition to the research subsidy points granted from research samples, you may encounter various unique items from your scanning. These include: | |||
* [[file:TGMC_research_implanter.png|64px]] Blood Recovery Implant, increasing the rate of blood regeneration in its host. | |||
* [[file:TGMC_research_implanter.png|64px]] Cloaking Implant, granting a latent cloaking ability to its host. | |||
* [[file:TGMC_research_implanter.png|64px]] Mantis Blade, giving the user an extendable forceps blade implanted into an arm. | |||
* [[file:TGMC_jaeger_module_baldur.png|64px]] Experimental Shoulder Attachment Point. The Holy Grail of research, this item allows the user to turn nearly any weapon into a shoulder-mounted variant. Use the attachment point on a weapon to attach it, then use the weapon on a set of armor to attach the weapon to your armor. An ability will show up on your HUD displaying the attachment; when toggled, you'll be able to fire the weapon when aiming with an open hand. | |||
==Xenomorph Research Reward Tiers== | |||
{| style="border: 2px solid black; | |||
! style="background-color:#808080;"|'''Research Tier:''' | |||
! style="background-color:#808080;"|'''Items:''' | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Basic''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''50''' points. | |||
<br> | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''150''' points. | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Common''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''250''' points. | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Uncommon''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''250''' points. | |||
<br> | |||
[[file:TGMC_research_implanter.png|64px]] Blood Recovery Implant. | |||
<br> | |||
[[file:TGMC_jaeger_module_baldur.png|64px]] Experimental Shoulder Attachment Point. | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Rare''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''800''' points. | |||
<br> | |||
[[file:TGMC_research_implanter.png|64px]] Cloaking Implant. | |||
|- | |||
|} | |||
==Currency Research Rewards== | |||
{| style="border: 2px solid black; | |||
! style="background-color:#808080;"|'''Research Tier:''' | |||
! style="background-color:#808080;"|'''Items:''' | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Basic''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''50''' points. | |||
<br> | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''150''' points. | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Common''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''150''' points. | |||
<br> | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''250''' points. | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Uncommon''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''250''' points. | |||
<br> | |||
[[file:TGMC_research_implanter.png|64px]] Mantis Blade. | |||
<br> | |||
[[file:TGMC_jaeger_module_baldur.png|64px]] Experimental Shoulder Attachment Point. | |||
|- | |||
|style="width:150px; border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
'''Rare''' | |||
|style="border: 3px solid black; border-bottom: 3px solid black; padding: 6px;background-color:#D3D3D3;"| | |||
[[file:TGMC_research_money.png|64px]] A generic research subsidy, worth '''800''' points. | |||
|- | |||
|} | |||
=Discussion= | |||
*Many of your artifact sites will be distant from the marine lines. Bring ample defense weaponry or marine support before attempting to recover, or you may have to deal with an ambush. | |||
*Marines will likely try to fulton or ASRS sell xenomorph corpses before you have a chance to claim a sample. It's up to you to ensure that you get the maximum value out of every available specimen. | |||
*There's no need to return to the research lab every time you're full on samples. The locks on the research console are easily removable from its interface, so you can bring the entire apparatus to the surface with you. | |||
*In essence, research is a game of chance. To maximize your odds of getting useful equipment, procure as many samples as possible. |
Текущая версия от 18:42, 17 января 2023
Файл:DMCA Logo.png | This page is a part of the TGMC wiki.
TGMC is a project based on the CM-SS13 codebase. |
H.E.L.I.O.S. говорит: "Welcome, doctor. Would you like to play a game... of chance?" |
Introduction[править | править код]
The days of sitting in medbay begging for Xenomorph eggs are over. Thanks to a substantial grant from the heads at Nanotransen, as well as an increased need for mature xenomorph caste biosamples, the parameters of the researcher's operational guidelines have been redefined.
So, take up your hacksaw and trowel, because we've got analysis to do. Best to armor up; you'll hate to lose your head.
Materials and Methods[править | править код]
Your studies will revolve around two types of data, Xenomorph Samples and Subterranean Artifacts. Each is collected using a distinct tool; in the event you lose your set, there are 5 spares of each in the NanotrasenMed Plus vendor. These tools are:
The xenomorph analyzer, used for harvesting tissue samples from xenomorphs. Works on both living and dead xenos, but dead is significantly easier.
The subterranean extractor, used for drilling into groundside artifact sites.
Xenomorph Samples[править | править код]
To harvest a xenomorph sample, click on it with the analyser. Each specimen can only be sampled once, after which the collected samples are redundant and non-viable for research.
After clicking, the analyzer will yield a sample dependent on the tier of the harvest xenomorph, scaling from Tier 1 to Tier 4. Minions cannot be harvested for samples.
Collect these samples, and store them for future study.
Subterranean Artifacts[править | править код]
By reviewing your minimap, you'll see a number of marked positions throughout the colony. These are excavation points. Travel to them, and use your excavator near the zone.
This will generate xenomorph samples or artifacts. Similarly to xenomorph samples, these artifacts will be stored for future study. Note that artifact currency is not the same as reward currency, despite sharing a similar sprite. Selling it will yield little to no reward, until researched.
Sample Analysis[править | править код]
Once you have collected a xenomorph sample, it will require research before it can yield anything useful. This research is performed through the research console
Assuming the research console is empty, click on it with a collected sample to insert it. Then, interact with the console to open its interface, and press the Research button to begin researching. After a short delay, you'll receive a reward.
Results[править | править код]
The rewards for research are divided into four categories of rarity: Basic, Common, Uncommon, and Rare. When research is performed on a sample, you have a percentage chance to receive a reward on each rarity level. Higher tier xeno samples are rewarded with a higher chance of rare rewards, and rarer forms of research currency have a higher chance of rare rewards.
Note that the rewards for currency research and xenomorph research are independent of each other. For example, the cloaking implant is unique to the xenomorph research field, while the armblade is unique to the currency research field.
The various rarities and reward tiers are as follows:
Tier 1 | Tier 2 | Tier 3 | Tier 4 | |
---|---|---|---|---|
Basic | 100% | 100% | 100% | 100% |
Common | 15% | 40% | 50% | 50% |
Uncommon | 7% | 20% | 40% | 40% |
Rare | 1% | 6% | 10% | 50% |
Basic | 100% |
Common | 30% |
Uncommon | 20% |
Rare | 5% |
Note that the 100% chance of a basic item does not mean you will receive a basic item every time; This simply means that, in the event you fail to roll for a higher tier reward, you'll still receive a reward in the basic tier.
Unique Items[править | править код]
In addition to the research subsidy points granted from research samples, you may encounter various unique items from your scanning. These include:
- Blood Recovery Implant, increasing the rate of blood regeneration in its host.
- Cloaking Implant, granting a latent cloaking ability to its host.
- Mantis Blade, giving the user an extendable forceps blade implanted into an arm.
- Experimental Shoulder Attachment Point. The Holy Grail of research, this item allows the user to turn nearly any weapon into a shoulder-mounted variant. Use the attachment point on a weapon to attach it, then use the weapon on a set of armor to attach the weapon to your armor. An ability will show up on your HUD displaying the attachment; when toggled, you'll be able to fire the weapon when aiming with an open hand.
Xenomorph Research Reward Tiers[править | править код]
Currency Research Rewards[править | править код]
Discussion[править | править код]
- Many of your artifact sites will be distant from the marine lines. Bring ample defense weaponry or marine support before attempting to recover, or you may have to deal with an ambush.
- Marines will likely try to fulton or ASRS sell xenomorph corpses before you have a chance to claim a sample. It's up to you to ensure that you get the maximum value out of every available specimen.
- There's no need to return to the research lab every time you're full on samples. The locks on the research console are easily removable from its interface, so you can bring the entire apparatus to the surface with you.
- In essence, research is a game of chance. To maximize your odds of getting useful equipment, procure as many samples as possible.