Difference between revisions of "Alien Infiltration (Apocalypse)"

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(things noticed (playing to death) over the years, infiltration isn't garenteed just coz ani finished)
m (mini introduction before the meat and potatoes with a dash of 'green sauce'.)
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[[Image:Apoc_infiltration.png|frame|left|Animation frame of a [[Alien Transporter (Apocalypse)|Transporter]] dropping aliens]]
 
[[Image:Apoc_infiltration.png|frame|left|Animation frame of a [[Alien Transporter (Apocalypse)|Transporter]] dropping aliens]]
  
Alien Infiltration occurs when the [[Aliens (Apocalypse)|aliens]] directly deploy alien life forms into building with a thick grey tube from a UFO hovering above (observable in the isometric view).<br>
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Alien Infiltration occurs when the [[Aliens (Apocalypse)|aliens]] directly deploy alien life forms into building with a thick grey tube from a UFO hovering above (observable in the isometric view).
Aliens inserted (dropped) into this building may spread to adjacent buildings using the People Tubes, influencing and infiltrating other organizations. In the very near future, aliens may send additional craft to re-inforce the original drop squad (if not immediately killed off by X-Com). The infiltration graph (after about 24 hours roughly and possible "Alien Spotted" alerts) may show an upward trend (line) for organisations local to the drop zone, then alien Infiltration is progressing. If the alien presence is ignored, it will slowly convert the organisation into becoming more tolerant of the aliens (graph denotes a further upward trend but under the 50% threshold). At a later time (no more than approximately five days depending on the squad dropped), if the inflitration graphs shows an abrupt curve downwards it means that the aliens are dying off (and need reinforcments). This organisation will slowly return to baseline of 0% Infiltration without any assistance from X-Com.
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Alien Infiltration is the ultimate goal, To sustain the Micronoid lifeforms with more suitable hosts... humans!
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Aliens inserted (dropped) into a building may spread to adjacent buildings using the People Tubes, influencing and infiltrating other organizations to continue life of the micronoid at the detriment of their unwilling hosts. Aliins dropped into buildings is the only way to get close to humans and it is the most urgent of task X-Com must undertake.
 +
In the very near future, aliens may send additional craft to re-inforce the original drop squad (if not immediately killed off by X-Com). The infiltration graph (after about 24 hours roughly and possible "Alien Spotted" alerts) may show an upward trend (line) for organisations local to the drop zone, then alien Infiltration is progressing. If the alien presence is ignored, it will slowly convert the organisation into becoming more tolerant of the aliens (graph denotes a further upward trend but under the 50% threshold). At a later time (no more than approximately five days depending on the squad dropped), if the inflitration graphs shows an abrupt curve downwards it means that the aliens are dying off (and need reinforcments). This organisation will slowly return to baseline of 0% Infiltration without any assistance from X-Com.
 
If alien reinforcemnts are available (future drops or by aliens moving back from nearby buildings), the organisation may pass the 50% threshold for infiltration. If X-Com ignores this situation after the 50% marker is passed, infiltration towards 100% is almost certain. The converted organization will fall under total and '''irreversible''' alien control. They will be allied with the Aliens and obviously hostile to X-Com. Other effects include an embargo on trading if they provided goods on the market, gaining a boost in weapon technology (+3 [[Tech Levels (Apocalypse)|tech level]] (...and will use the Megapol/gang table for criminal action (Illegal Flier, Raid), however, this crime leveling is never known to a player).<br>
 
If alien reinforcemnts are available (future drops or by aliens moving back from nearby buildings), the organisation may pass the 50% threshold for infiltration. If X-Com ignores this situation after the 50% marker is passed, infiltration towards 100% is almost certain. The converted organization will fall under total and '''irreversible''' alien control. They will be allied with the Aliens and obviously hostile to X-Com. Other effects include an embargo on trading if they provided goods on the market, gaining a boost in weapon technology (+3 [[Tech Levels (Apocalypse)|tech level]] (...and will use the Megapol/gang table for criminal action (Illegal Flier, Raid), however, this crime leveling is never known to a player).<br>
 
To stop the aliens at their subversive actions, it is vital to shoot down any UFO before they complete their 'grey tube' animation. That is, the animation consists of: the craft starts to hover (wobble), makes the grey tube, the bulge moves down, retracts the grey tube, pauses for a moment, then moves off. Anytime a craft is stopped (destroyed or going to crash land) from completing the animation to the end means that the drop was unsuccessful. Often, if a UFO is sustaining damage past its threshold of 'massive damage, abort mission, returning to alien dimension', the drop animation may be completed but no aliens will be inserted to the building.
 
To stop the aliens at their subversive actions, it is vital to shoot down any UFO before they complete their 'grey tube' animation. That is, the animation consists of: the craft starts to hover (wobble), makes the grey tube, the bulge moves down, retracts the grey tube, pauses for a moment, then moves off. Anytime a craft is stopped (destroyed or going to crash land) from completing the animation to the end means that the drop was unsuccessful. Often, if a UFO is sustaining damage past its threshold of 'massive damage, abort mission, returning to alien dimension', the drop animation may be completed but no aliens will be inserted to the building.

Revision as of 18:43, 20 March 2022

Scout Ship conducting an infiltration mission into a building.
Animation frame of a Transporter dropping aliens

Alien Infiltration occurs when the aliens directly deploy alien life forms into building with a thick grey tube from a UFO hovering above (observable in the isometric view).

Alien Infiltration is the ultimate goal, To sustain the Micronoid lifeforms with more suitable hosts... humans!

Aliens inserted (dropped) into a building may spread to adjacent buildings using the People Tubes, influencing and infiltrating other organizations to continue life of the micronoid at the detriment of their unwilling hosts. Aliins dropped into buildings is the only way to get close to humans and it is the most urgent of task X-Com must undertake. In the very near future, aliens may send additional craft to re-inforce the original drop squad (if not immediately killed off by X-Com). The infiltration graph (after about 24 hours roughly and possible "Alien Spotted" alerts) may show an upward trend (line) for organisations local to the drop zone, then alien Infiltration is progressing. If the alien presence is ignored, it will slowly convert the organisation into becoming more tolerant of the aliens (graph denotes a further upward trend but under the 50% threshold). At a later time (no more than approximately five days depending on the squad dropped), if the inflitration graphs shows an abrupt curve downwards it means that the aliens are dying off (and need reinforcments). This organisation will slowly return to baseline of 0% Infiltration without any assistance from X-Com. If alien reinforcemnts are available (future drops or by aliens moving back from nearby buildings), the organisation may pass the 50% threshold for infiltration. If X-Com ignores this situation after the 50% marker is passed, infiltration towards 100% is almost certain. The converted organization will fall under total and irreversible alien control. They will be allied with the Aliens and obviously hostile to X-Com. Other effects include an embargo on trading if they provided goods on the market, gaining a boost in weapon technology (+3 tech level (...and will use the Megapol/gang table for criminal action (Illegal Flier, Raid), however, this crime leveling is never known to a player).
To stop the aliens at their subversive actions, it is vital to shoot down any UFO before they complete their 'grey tube' animation. That is, the animation consists of: the craft starts to hover (wobble), makes the grey tube, the bulge moves down, retracts the grey tube, pauses for a moment, then moves off. Anytime a craft is stopped (destroyed or going to crash land) from completing the animation to the end means that the drop was unsuccessful. Often, if a UFO is sustaining damage past its threshold of 'massive damage, abort mission, returning to alien dimension', the drop animation may be completed but no aliens will be inserted to the building. To make sure there were no aliens dropped in the building, an X-Com search for infiltration should be the highest priority.

To prevent aliens from travelling to adjacent buildings, destroying the people tubes (blue or slum version) may be necessary (using manual control of a vehicle) as a desperate tactic. Transtellar won't be happy!

The effectiveness and speed of alien infiltration are affected by several factors, including the type of building, the organization owning said building, and the actual aliens which are involved.

Building infiltration potential

Building Infiltration Potential
People Tube, Road None
Appliances Factory, Arms Factory, Astrodome, Car Factory, Construction Factory, Flyer Factory, Hydro-Farm, Large Flyer Factory, Power Station, Recyclotorium, Rescue Station, Robot Factory, Sewage Works, Slums, Water Purifier, Warehouse Low
Apartments, Hospital, Luxury Apartments, Offices, Police Station, Procreation Park, School, Sensodrome, Shopping Mall, Space Port, Temple of Sirius Average
Corporate HQ High
Senate Very High

Organization infiltration speed

Organization Infiltration Speed
S.E.L.F., X-COM 0%*
Government, Mutant Alliance 50%
Cyberweb, Energen, Evonet, General Metro, Grav Ball League, Lifetree, Marsec, Megapol, Nanotech, Nutrivend, Sanctuary Clinic, Sensovision, Solmine, Superdynamics, Synthemesh, Transtellar 100%
Diablo, Extropians, Osiron, Psyke, Technocrats 150%
Cult of Sirius 200%

*These organizations are completely immune to infiltration.

Alien infiltration weight

Alien Infiltration Weight
Chrysalis, Multiworm Egg 0
Brainsucker, Hyperworm, Megaspawn*, Multiworm, Popper, Queenspawn* 1
Anthropod, Micronoid Aggregate*, Skeletoid, Spitter 2
Psimorph* 3

*These aliens are not normally deployed for infiltration missions.

See Also