TGMC:Guide to Research

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  H.E.L.I.O.S. говорит:
"Welcome, doctor. Would you like to play a game... of chance?"

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:

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

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 artifact curreny. Similarly to xenomorph samples, these will be stored for future study. Not that artifact currency is not the same as reward currency; you can still sell your artifact money, but it's worth substantially less than any possible research rewards.

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

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:

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%
Currency Sample Rarity Tiers
Basic 100
Common 30%
Uncommon 20%
Rare 5%

Note that the 100% chance of a basic item does not bean 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.

Xenomorph Research Rewards

Research Tier: Items:

Basic

A generic research subsidy, worth 5 points.
A generic research subsidy, worth 15 points.

Common

A generic research subsidy, worth 25 points.

Uncommon

A generic research subsidy, worth 25 points.
A chemical implant able to accelerate blood recovery, recovering lost blood.

Rare

A generic research subsidy, worth 80 points.
A chemical implant able to grant a latent subdermal cloaking ability, aiding in reconnaissance and general stealth.

Currency Research Rewards

Research Tier: Items:

Basic

A generic research subsidy, worth 5 points.
A generic research subsidy, worth 15 points.

Common

A generic research subsidy, worth 15 points.
A generic research subsidy, worth 25 points.

Uncommon

A generic research subsidy, worth 25 points.
A mechanical implant granting a mantis blade, a large folding blade capable of being stored within an arm.

Rare

A generic research subsidy, worth 80 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.