Foundry (Long War)

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Revision as of 09:00, 31 July 2014 by Exo2000 (talk | contribs) (major, incomplete update of the foundry projects available)
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Pistol

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HQ Long War.jpg
Effect -
Adjacency Bonus Workshop: 5% refunds
Prerequisites -
Other -
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§- | - | - | - | 10 days
Quick
§- | - | - | - | -
Maintenance §§25/mo
Power 5


The foundry is one the most important buildings in Long War; as with the default game, it is essential for upgrading existing equipment and unlocking new it is used to upgrade existing equipment aswell as creating new equipment. The Foundry is unlocked very early during the campaign and it is highly advised to get one as quickly as possible. Besides enhancing and creating new technologies, the foundry also counts as a workshop for adjacency purposes.

Foundry projects are usually small passive upgrades for all parts of the tactical gameplay but also requires a significant investment of resources, especially meld. These can range from, boosting pistols to crit more often, to collecting more materials during missions.

One of the most important upgrade paths that the foundry gives access to, are Interceptor upgrades, making them viable against the Alien UFOs.

Project Requirements Cost Effects
SHIV Repair Drone Autopsy §60, 3x Elerium, 3x Alloys, 10x Drone Wreck Reduces SHIV repair time
SHIV Defenses ? §?, ? ?
New Combat Systems Experimental Warfare §?, ? Unlocks an array of new gear options in combination with other technologies and projects
SCOPE Upgrade ? §?, ? SCOPE increases user's chance of scoring a critical hit
Jellied Elerium Elerium §?, ? ?
MEC Warfare Systems Alien Biocybernetics §?, ? Vital for further MEC equipment development
Aircraft Boosters ? §?, ? Allows production of single-use 'booster' items for interception
Alien Metallurgy ? §?, ? Increases alloy salvage from crash sites by between 15 and 20 percent
Enhanced Ballistics ? §?, ? Unlocks new munition options
Improved Salvage ? §?, ? Increases weapon fragment recovery from combat by 25%
UFO Countermeasures ? §?, ? ?
SHIV Suppression ? §?, ? Grants SHIVs the Suppression perk, allowing them to use suppressing fire in combat
Mag Pistols ? §?, ? Increases chance of scoring a critical hit with pistols
Advanced Surgery Alien Biocybernetics §?, ? Increases soldier healing rate by using alien technology
UFO Tracking Alien Power Systems §?, ? ?
Alien Nucleonics Alien Power Systems §?, ? ?
Improved Arc Thrower ? §?, ? Increases stunning ability of the Arc Thrower
MEC Close Combat Berserker Autopsy §?, ? ?
Tactical Rigging Muton Elite Autopsy §?, ? ?
Alien Grenades Muton Autopsy §?, ? Allows the use of Alien Grenades in place of regular HE Grenades(?)
Ammo Conservation ? §?, ? ?
Advanced Repair Heavy Floater Autopsy §?, ? Increases Interceptor repair speed
Advanced Servomotors Mechtoid Autopsy §?, ? Improves MEC movement speed
Stealth Satellites Stealth Systems §?, ? Decreases chance of satellites being detected by alien patrols
Supercapacitors Advanced Pulse Lasers §?, ?
Advanced Flight Antigrav Systems §?, ?
Reflex Pistols Compact Plasma Weapons §?, ?
Enhanced Lasers Advanced Beam Lasers §?, ?
Elerium Afterburners Alien Propulsion §?, ?
Armored Fighters Advanced Aerospace Concepts §?, ?
Wingtip Sparrowhawks Advanced Aerospace Concepts §?, ?
Penetrator Weapons Advanced Aerospace Concepts §?, ?
Super Skyranger Advanced Aerospace Concepts §?, ?
Improved Avionics Advanced Aerospace Concepts §?, ?
Enhanced Plasma Precision Plasma Weapons §?, ? Unlocks new plasma-booster devices
Drone Capture EMP Weapons §?, ?