Difference between revisions of "Talk:Research (EU2012)"

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Research Costs
+
What does C+5 mean? [[User:Hobbes|Hobbes]] 21:35, 10 October 2012 (EDT)
  
*WeaponFragments, iTime=2, iAlloys=0, iElerium=0, iNumFragments=5, iNumItems=0) <br>
+
:I thought I put in an explanation... must've been on the wrong page. I was thinking we need a way to normalize the difficulty level and the number of scientists. We could try to list it in short form (Classic & 5 scientists) result in a Normal (8 days) time. We could also just cite the code numerical values. Or something completely different. We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course. [[User:Robbx213|Robbx213]] 21:47, 10 October 2012 (EDT)
*AlienMaterials, iTime=2, iAlloys=0iElerium=0, iNumFragments=5, iNumItems=0) <br>
+
::I think it's too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. [[User:Hobbes|Hobbes]] 22:22, 10 October 2012 (EDT)
*Exp_Warfare, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0) <br>
+
::I'd actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview. Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it. That way people would have the basic information readily available while keeping any spoilers hidden.  ~ [[User:Drakalu|Drakalu]] 02:12, 11 October 2012 (EDT)
*Xenobiology, iTime=2, iAlloys=0, iElerium=0iNumFragments=0, iNumItems=4) <br>
 
  
*LaserWeapons, iTime=6,  iAlloys=5,  iElerium=0,  iNumFragments=10,  iNumItems=0) <br>
+
::: A prerequisites always only refer to the closest lower branch, not list all research projects up to that.
*PrecisionLasers, iTime=8,  iAlloys=5,  iElerium=0,  iNumFragments=5,  iNumItems=0) <br>
 
*HeavyLasers, iTime=8,  iAlloys=5,  iElerium=0,  iNumFragments=5,  iNumItems=0) <br>
 
*Plasma_Pistol, iTime=15, iAlloys=0,  iElerium=5,  iNumFragments=40, iNumItems=1) <br>
 
*Plasma_Light, iTime=17, iAlloys=0,  iElerium=5,  iNumFragments=40, iNumItems=1) <br>
 
*Plasma_Rifle, iTime=17, iAlloys=10, iElerium=10, iNumFragments=40, iNumItems=1) <br>
 
*Plasma_Heavy, iTime=17, iAlloys=10, iElerium=10, iNumFragments=40, iNumItems=1) <br>
 
*Plasma_Sniper, iTime=15, iAlloys=10, iElerium=10, iNumFragments=50, iNumItems=0) <br>
 
*Alloy_Cannon, iTime=15, iAlloys=25, iElerium=5,  iNumFragments=40, iNumItems=0) <br>
 
*BlasterLauncher, iTime=20, iAlloys=20, iElerium=10, iNumFragments=75, iNumItems=0) <br>
 
  
*Plasma_Cannon, iTime=10, iAlloys=0,  iElerium=10, iNumFragments=30, iNumItems=0) <br>
+
:::: True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available. Firestorm is one example.
*EMP, iTime=20, iAlloys=0,  iElerium=20, iNumFragments=0iNumItems=40) <br>
 
*Fusion_Launcher, iTime=15, iAlloys=10, iElerium=20, iNumFragments=50, iNumItems=0) <br>
 
  
*ArcThrower, iTime=3,  iAlloys=0,  iElerium=0,  iNumFragments=10, iNumItems=0) <br>
+
::: "C+5" is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (''Classic: +2 days'') or the acutal number (''Classic: 8 days'').
*BaseShard, iTime=3,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*AlienNavigation, iTime=5, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=2) <br>
 
*UFOPowerSource, iTime=7,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*Firestorm, iTime=15, iAlloys=10, iElerium=10,  iNumFragments=75, iNumItems=0) <br>
 
*Elerium, iTime=7,  iAlloys=0,  iElerium=10, iNumFragments=0,  iNumItems=0) <br>
 
*Armor_Carapace, iTime=7,  iAlloys=10, iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*Armor_Skeleton, iTime=10, iAlloys=15, iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*Armor_Titan, iTime=20, iAlloys=15, iElerium=5,  iNumFragments=0,  iNumItems=0) <br>
 
*Armor_Ghost, iTime=17, iAlloys=15, iElerium=15, iNumFragments=0,  iNumItems=0) <br>
 
*Armor_ArchAngel, iTime=17, iAlloys=15, iElerium=15, iNumFragments=0,  iNumItems=0) <br>
 
*PsiArmor, iTime=15, iAlloys=10, iElerium=10, iNumFragments=0,  iNumItems=0) <br>
 
*Hyperwave, iTime=8,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*PsiLink, iTime=10, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
  
*InterrogateSectoid, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
+
:::: I agree! [[User:Boozedog|Boozedog]]
*InterrogateFloater, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*InterrogateMuton, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*InterrogateThinMan, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*InterrogateEthereal, iTime=10,iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*InterrogateBerserker, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*InterrogateMutonElite, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*InterrogateHeavyFloater, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
*InterrogateSectoidCommander, iTime=6, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0) <br>
 
  
*AutopsySectoid, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
+
::: I don't think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --[[User:Kokkan|Kokkan]] 07:06, 11 October 2012 (EDT)
*AutopsyFloater, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
+
:::: When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages.
*AutopsyMuton, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*AutopsyThinMan, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*AutopsyCryssalid, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0, iNumItems=1) <br>
 
*AutopsyEthereal, iTime=6, iAlloys=0,  iElerium=0,  iNumFragments=0, iNumItems=1) <br>
 
*AutopsyCyberdisc, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0, iNumItems=1) <br>
 
*AutopsyDrone, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*AutopsySectopod, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*AutopsyBerserker, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*AutopsyMutonElite, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*AutopsyHeavyFloater, iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
*AutopsySectoidCommander, iTime=3, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1) <br>
 
  
'''Research Projects Descriptions:'''
+
:::: Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. [[User:Hobbes|Hobbes]] 09:39, 11 October 2012 (EDT)
* Xenobiology]="\"It is crucial that we gain a thorough understanding of the alien physiology in order to develop weapons and tactics better suited to combating them.<br>
+
::::: OK, I'll just try to adapt one of the old UFO ones for wikitable then. Thanks. [[User:Hobbes|Hobbes]] 14:54, 11 October 2012 (EDT)
* ArcThrower]="\"With our recent insights into the alien biological makeup, we believe it should be possible to create a device capable of incapacitating an alien subject without killing it. If our troops could capture an alien alive, perhaps we could interrogate it.<br>
+
:::: We don't know the baseline for most of the research techs yet, aside from the starting ones. Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we'll be able to determine the base time and time decrease/scientist. I like the navbar idea and figured it would be added later after the meat had been added to the sections. ~ [[User:Drakalu|Drakalu]] 10:02, 11 October 2012 (EDT)
* BaseShard]="\"This shard is all that is left of the Outsider alien after it was stunned. Based on our interrogation of the alien captive, we know that the Outsiders are the key to finding their base. We should begin research on this item immediately.<br>
 
* Firestorm]="\"After extensive study of the alien gravity wave drive, as well as their power and navigational systems, we believe it should be possible to incorporate aspects of their design into a craft of our own.<br>
 
* AutopsySectoidCommander]="\"The enlarged central nervous system and supplementary neural implants found in this Sectoid variant suggests capabilities unlike anything we've previously encountered.<br>
 
* Hyperwave]="\"The beacon that we recovered from the alien base appears to send and receive transmissions using a spectrum of energy unlike anything found on Earth. I can only imagine what we'll find after further study.<br>
 
* PsiLink]="\"The device we recovered from the Ethereal craft may be the final piece of the puzzle... the key to their psionic connection... and to the ultimate source of their power. With a better understanding of this technology, I believe we'll be on the brink of finding the source of this invasion.<br>
 
* AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.<br>
 
* Elerium]="\"Our initial observations of this this element indicate that it is used by the aliens to generate anti-matter energy when bombarded with certain particles- providing them with a nearly inexhaustible source of power generation.<br>
 
* PsiArmor]="\"Analysis of the Psionic alien's implants indicates that we might be able to integrate these components into an armor kit... although this would be of no use to a soldier without psionic potential, it could greatly improve the abilities of those who do show promise in this area.<br>
 
* Armor_Carapace]="\"We've continued our experiments on the alien alloys, and one of the proposed applications is a lighter, stronger form of body armor. Our early tests are very encouraging.<br>
 
* Armor_Skeleton]="\"Although the weight of this suit has been substantially reduced, it's defensive capabilities are still intact...and the reduced weight has allowed us to couple this suit with the climbing grapple that we've been prototyping.<br>
 
* Armor_Titan]="\"We've observed some of the alien combatants wearing a form of superheavy armor that still allows for  full mobility in combat. This has been puzzling, to say the least, but with our new understanding of the alien energy sources and their materials, we could develop powered armor of our own.<br>
 
* Armor_Ghost]="\"Based on our continued study of the hyperwave \"phasing\" phenomena we've witnessed in the labs, we believe it should be possible to develop an armor kit mirroring these unusual properties. If successful, anyone wearing this suit would be extremely difficult to detect.<br>
 
* Armor_ArchAngel]="\"With our unique access to the aliens super-efficient power systems, we believe it should be possible to fabricate a suit of armor that permits sustained flight on the battlefield.<br>
 
;* AlienWeaponry]="\"These fragments are all that remain of the powerful alien weaponry we've encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.<br>
 
;* Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.<br>
 
;* Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.<br>
 
;* Laser_Shotgun]="\"Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we've theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.<br>
 
;* Laser_Heavy]="\"Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.<br>
 
;* Laser_Sniper]="\"With our continued advancement in the field of laser optics, we believe we've devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.<br>
 
;* Laser_Cannon]="\"We've finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.<br>
 
* WeaponFragments]="\"These fragments are all that remain of the powerful alien weaponry we've encountered so far. Further study could lead to advances in our own weapons development programs.<br>
 
* AlienMaterials]="\"The aliens appear to be using materials that are lighter and stronger than anything we've ever seen. A cursory examination has already given us ideas for ways to improve the soldiers' current body armor, but more research is required.<br>
 
* Exp_Warfare]="\"Although our understanding of the alien technology is still limited, what we've seen so far is enough to revolutionize combat as we know it. If we are to level the playing field, we must adapt the alien technology for our own use.<br>
 
* LaserWeapons]="\"Our research into alien weapon fragments led to the idea of portable laser weaponry. Our early prototypes have been encouraging, but we continue to struggle with issues related to heat dispersion.<br>
 
* PrecisionLasers]="\"The alien weaponry appears to use a series of crystalline lenses to increase the power output of their weapons. While we can't recreate their materials, we can adapt their techniques to increase the range and power of our own laser weapons.<br>
 
* HeavyLasers]="\"Our early experiments with oversized coolant coils and double lensing have shown the potential to greatly increase the firing rate of our laser weaponry. We may be able to use these advances in the development of ship-based cannons for our Interceptors as well.<br>
 
* Plasma_Pistol]="\"Our understanding of plasma-based weaponry comes entirely from the alien materials recovered so far. The intact plasma-generating  weapon recovered from the field has provided some incredible insights, and it's quite possible we could create a version suited for our own soldiers' use.<br>
 
* Plasma_Light]="\"This carbine-style weapon is capable of generating a direct, superheated charge of plasma - an intriguing and dangerous prospect. Further research could allow for this technology to work in our favor.<br>
 
* Plasma_Rifle]="\"An amazing piece of technology - this rifle maintains a seemingly normal form factor while housing a fully functional plasma generator inside. Even the most modern of our current power generation facilities on Earth are less efficient than this small device.<br>
 
* Plasma_Heavy]="\"Despite a number of impressive advances, I am still in awe of the alien's mastery of plasma-based weapons. This particular configuration seems to contain an even more complex magnetic plasma containment chamber, allowing for nearly continuous projection of plasma blasts.<br>
 
* Plasma_Sniper]="\"Our continued research into the alien's plasma weaponry has finally uncovered a fault in the design - the plasma bolt itself begins to dissipate at extreme range. We have several theories as to how this issue might be overcome, and if successful, the result would be a sniper rifle of unparalleled power.<br>
 
* Alloy_Cannon]="\"The density of the alien alloys we've been studying has precluded their use as ammunition; all of our experiments have resulted in the destruction of the weapon itself during firing tests, as the alloys tear the barrel apart. However, we've devised a way to break the alloys into micro-shards, and using the magnetic containment field derived from the alien plasma weapons should allow for their safe discharge.<br>
 
* Plasma_Cannon]="\"With additional insulation to protect the avionics, it should be possible to equip our Interceptors with plasma weapons. By integrating a larger version of the containment housing developed for our other plasma weaponry, the end result would be an extremely effective ship-based cannon.<br>
 
* Fusion_Launcher]="\"We've recovered a number of interesting materials from the wreckage of the battleship-class UFO. If we can gain a better understanding of the alien fusion core, I believe further research on this path may lead us to the development of an immensely powerful air-to-air weapon.<br>
 
* BlasterLauncher]="\"Using what we've learned from the advanced weaponry found onboard the larger UFO, we should be able to prototype a new projectile launcher with a uniquely powerful explosive shell.<br>
 
* AlienNavigation]="\"The navigational control systems recovered from the crashed UFO seem to act as both a flight computer and a communications module. Further study may lead to improvements in our ability to detect incoming UFOs.<br>
 
* UFOPowerSource]="\"With the element known as \"Elerium\" housed within, this compact device is somehow responsible for generating the enormous amounts of power consumed by the alien vessels. Given time, we may be able to adapt this technology for our own fighter craft.<br>
 
* UFOFlight]="\"<br>
 
* EMP]="\"We've conceived of a weapon capable of disabling electronic systems without destroying them... if we were to equip our Interceptors with this technology, while also shielding them from the overall effect, this could greatly improve our odds of recovering the alien technology intact.<br>
 
* InterrogateSectoid]="\"We've taken one of the smaller aliens captive - hopefully we can develop a thorough interrogation process to overcome any language barriers we might encounter.<br>
 
* InterrogateFloater]="\"Although this captive seems to be feeble of mind... clouded by rage... we might nonetheless be able to derive some benefit from a full interrogation.<br>
 
* InterrogateMuton]="\"This captive is very aggressive, clearly having been intended to serve in a front-line combat role. With the appropriate drug therapy and... encouragement... we may be able to coax some useful intel on the alien weaponry and their tactics.<br>
 
* InterrogateSectoidCommander]="\"This captive is clearly a rare and dangerous specimen. We've already seen evidence of its unique mental abilities in the field.... We should tread carefully, but we certainly cannot pass up the insights it might be able to provide during interrogation.<br>
 
* InterrogateBerserker]="\"It's going to take our most powerful sedatives to keep this captive under control... but I feel it's worth the risk, as we may glean valuable intel from a successful interrogation.<br>
 
* InterrogateThinMan]="\"It seems unlikely that this particular species will break under interrogation as quickly as the other captives, as we believe it was specifically intended to serve as an infiltrator. Still, perhaps if we use more aggressive techniques, we can...coax...it into revealing additional information about how the aliens arrived here.<br>
 
* InterrogateHeavyFloater]="\"The nature of this specimen's cybernetic implants precludes us from most attempts at interaction, but a thorough analysis of its movements and reactions to stimuli could provide crucial information about the alien's implementation of these systems.<br>
 
* InterrogateMutonElite]="\"I'm amazed we were able to capture one of the master aliens' bodyguards alive... It probably has a broad understanding of the invaders' weapon systems and tactics.<br>
 
* InterrogateEthereal]="\"We know this captive is harboring an incredible pool of psionic energy, a fact that is not lost on our staff, who are quite concerned about working in close proximity to the creature. In any case, we have no choice but to conduct a thorough interrogation of the subject if we hope to gain anything of value from it.<br>
 
* AutopsySectoid]="\"Our initial scans of the small humanoid aliens recovered so far have revealed something quite remarkable. We're detecting components of non-biological matter embedded within their internal structure. Could these be implants of some kind?<br>
 
* AutopsyFloater]="\"A torturous mass of flesh and machinery, the mere existence of this creature implies a cruelty that is difficult to comprehend.<br>
 
* AutopsyThinMan]="\"These aliens were clearly intended to be used as infiltrators, moving among us and observing without raising an alarm. However, the question remains, how were the aliens able to physically modify this species to achieve this goal?<br>
 
* AutopsyMuton]="\"Weighing in at over 275 kilograms, the majority of which is simply muscle and bone, this creature appears well suited for the rigors of front-line combat.<br>
 
* AutopsyCryssalid]="\"A cursory examination of this creature reveals that it is similar in structure to several insect species found on Earth. Although covered in an incredibly hard exoskeleton, the six appendages of this alien are nevertheless exceedingly light and flexible.<br>
 
* AutopsyZombie]="\"It's not clear what tangible benefits might come from investigating the human remains of the spider-like alien's victim, although the mechanism by which our troops are infected is worth studying.<br>
 
* AutopsyCyberdisc]="\"On the surface this object appears to be purely robotic in nature, but we still suspect there may be an organic component lurking within.<br>
 
* AutopsyBerserker]="\"The body of this creature still remains warm to the touch several hours after being terminated. A chemical analysis of the alien's tissue will likely provide insights into this strange phenomenon.<br>
 
* AutopsyHeavyFloater]="\"This horrifying machine-flesh hybrid suggests the invaders are willing to stop at little, or nothing, to achieve their goals.<br>
 
* AutopsyMutonElite]="\"As if its heightened muscle density, hardened skin, and redundant organs weren't enough, this alien appears to have neural implants that facilitate command and control functions. Given the circumstances, this specimen would appear ideal for guard duty.<br>
 
* AutopsyDrone]="\"This small robot appears to fill some sort of support role. We might be able to interface with its circuitry... and possibly subvert it in the field.<br>
 
* AutopsySectopod]="\"The engineering advancements found in this machine are remarkable - the joint articulation, weapons systems and targeting capabilities in particular are well beyond current military developments on Earth. The practical applications are staggering.<br>
 
* AutopsyEthereal]="\"This alien appears physically weak, even frail... but appearances can be deceiving. It is a remarkably hardy specimen, with a brain chemistry and structure utterly unknown to our science.<br>
 
  
'''Research Code Names'''
+
::::: No, I can't say I know of a template suitable enough. --[[User:Kokkan|Kokkan]] 11:48, 11 October 2012 (EDT)
* Xenobiology]="Mobius" <br>
 
* ArcThrower]="Spark"<br>
 
* BaseShard]="Novato"<br>
 
* Firestorm]="Skylance"<br>
 
* AutopsySectoidCommander]="Rosetta"<br>
 
* Hyperwave]="Tachyon"<br>
 
* PsiLink]="Skylight"<br>
 
;* AlienAlloys]="Alien Alloys"<br>
 
* Elerium]="E-115"<br>
 
* PsiArmor]="Witchwood"<br>
 
* Armor_Carapace]="Thorax"<br>
 
* Armor_Skeleton]="Rictus"<br>
 
* Armor_Titan]="Golem"<br>
 
* Armor_Ghost]="Nightshade"<br>
 
* Armor_ArchAngel]="Icarus"<br>
 
* WeaponFragments]="Sagaris"<br>
 
* AlienMaterials]="Looking Glass"<br>
 
* Exp_Warfare]="Skunk Works"<br>
 
* LaserWeapons]="Sunray"<br>
 
* PrecisionLasers]="Lightwire"<br>
 
* HeavyLasers]="Penumbra"<br>
 
* Plasma_Pistol]="Jacamar"<br>
 
* Plasma_Light]="Corvid"<br>
 
* Plasma_Rifle]="Kestral"<br>
 
* Plasma_Heavy]="Kingfisher"<br>
 
* Plasma_Sniper]="Osprey"<br>
 
* Alloy_Cannon]="Avocet"<br>
 
* Plasma_Cannon]="Snapdragon"<br>
 
* Fusion_Launcher]="Godfinger"<br>
 
* BlasterLauncher]="Tunguska"<br>
 
* AlienNavigation]="Lighthouse"<br>
 
* UFOPowerSource]="Waterfall"<br>
 
;* UFOFlight]="UFO Flight"<br>
 
* EMP]="Ion"<br>
 
* InterrogateSectoid]="Roanoke" <br>
 
* InterrogateFloater]="Goalpost"<br>
 
* InterrogateMuton]="Tempest"<br>
 
* InterrogateSectoidCommander]="Voynich"<br>
 
* InterrogateBerserker]="Rubicon"<br>
 
* InterrogateThinMan]="Masquerade"<br>
 
* InterrogateHeavyFloater]="Dreadnaught"<br>
 
* InterrogateMutonElite]="Gomorrah"<br>
 
* InterrogateEthereal]="Rosetta"<br>
 
* AutopsySectoid]="Roswell"<br>
 
* AutopsyFloater]="Crimson Cape"<br>
 
* AutopsyThinMan]="Viperus"<br>
 
* AutopsyMuton]="Nero"<br>
 
* AutopsyCryssalid]="Ridley"<br>
 
* AutopsyCyberdisc]="Enigma"<br>
 
* AutopsyBerserker]="Anaconda"<br>
 
* AutopsyHeavyFloater]="Montezuma"<br>
 
* AutopsyMutonElite]="Imperial"<br>
 
* AutopsyDrone]="Arachnid"<br>
 
* AutopsySectopod]="Halcyon"<br>
 
* AutopsyEthereal]="Aether"<br>
 
  
== Speed ==
+
:::::: I'm down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. [[User:Robbx213|Robbx213]] 00:59, 12 October 2012 (EDT)
  
I tried something in the Speed column saying how many scientists and difficulty level to give some relevance to the number of days. It appears the game code has a standard "iTime" for each project. We could just list that, since the number of days is going to fluctuate with difficulty and scientistsAny other ideas on how to standardize the table for research time across difficulty levels and normalize for # of scientists? [[User:Robbx213|Robbx213]] 18:45, 10 October 2012 (EDT)
+
::::::: I love the idea of having everything on one table but after it's complete it will be better to split it up but with a navbar for all Research topics. We're also missing a discription of how research works, the bonuses, etc. [[User:Hobbes|Hobbes]] 10:44, 15 October 2012 (EDT)
 +
 
 +
Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don't believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. [[User:Wolf|Wolf]]  01:44, 18 October 2012
 +
 
 +
: Went ahead and changed the research cost system to something vastly easier. [[User:Wolf|Wolf]] 22:19, 21 October 2012
 +
 
 +
Looking at it now, I think my little 'formula' for the time required may be completely off. I'm not even entirely sure how the lab n' adjacency bonus is calculated (thee labs and the gene lab in a square reduces project time to roughly 40%, so someone else feel free to take a crack at it. --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 03:06, 1 March 2015 (EST)
 +
 
 +
==End Game Spoilers==
 +
 
 +
We need to come up with some new policy for this. I've already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think [[User:Hobbes|Hobbes]] 14:52, 11 October 2012 (EDT)
 +
 
 +
: I personally don't care about spoilers, and if people are coming here I think they either already know what they're looking for and want to do a comparison, or they're seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. [[User:Robbx213|Robbx213]] 00:57, 12 October 2012 (EDT)
 +
:: I feel the same about wanting to know spoilers but there's a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. [[User:Hobbes|Hobbes]] 12:02, 13 October 2012 (EDT)
 +
 
 +
== Carapace -> Titan Armor ==
 +
 
 +
There must be something else that unlocks Titan Armor researchProbably something to do with Floaters?  I went straight for Carapace early game and only got Skeleton Suit. [[User:Robbx213|Robbx213]] 00:56, 12 October 2012 (EDT)
 +
:Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) [[User:Hobbes|Hobbes]] 10:41, 15 October 2012 (EDT)
 +
 
 +
== Index ==
 +
Moving the "index" here, there might be a future use for it. --[[User:Kokkan|Kokkan]] 07:24, 15 October 2012 (EDT)
 +
 
 +
{{Col}}
 +
=== Aircraft/Satellites ===
 +
*[[Satellite (EU2012)|Satellite]]
 +
*[[Laser Cannon (EU2012)|Laser Cannon]]
 +
*[[Phoenix Cannon (EU2012)|Phoenix Cannon]]
 +
*[[Defense Matrix (EU2012)|Defense Matrix (Dodge)]]
 +
*[[Uplink Targeting (EU2012)|Uplink Targeting (Aim)]]
 +
*[[Alien Materials (2012)|Alien Materials]]
 +
*[[Elerium (EU2012)|Elerium]]
 +
*[[UFO Power Source (EU2012)|UFO Power Source]]
 +
*[[Alien Nav Computer (EU2012)|Alien Nav Computer]]
 +
*[[Firestorm (EU2012)|New Fighter Craft]]
 +
*[[EMP Cannon (EU2012)|EMP Cannon]]
 +
* Fusion Core
 +
* Fusion Lance
 +
{{ColBreak}}
 +
 
 +
=== Armor ===
 +
*[[Nano-Fiber Vest (EU2012)|Nano-Fiber Vest]]
 +
*[[Chitin Plating (EU2012)|Chitin Plating]]
 +
*[[Carapace Armor (EU2012)|Carapace Armor]]
 +
*[[Skeleton Suit (EU2012)|Skeleton Suit]]
 +
*[[Titan Armor (EU2012)|Titan Armor]]
 +
*[[Archangel Armor (EU2012)|Archangel Armor]]
 +
*[[Ghost Armor (EU2012)|Ghost Armor]]
 +
*[[Psi Armor (EU2012)|Psi Armor]]
 +
 
 +
=== Equipment ===
 +
*[[S.C.O.P.E. (EU2012)|S.C.O.P.E.]]
 +
*[[Medikit (EU2012)|Medikit]]
 +
{{ColBreak}}
 +
 
 +
=== Weapons ===
 +
*[[Weapon Fragments (EU2012)|Weapon Fragments]]
 +
*[[Beam Weapons (EU2012)|Beam Weapons]]
 +
*[[Arc Thrower (EU2012)|Arc Thrower]]
 +
*[[Precision Lasers (EU2012)|Precision Lasers]]
 +
*[[Laser Pistol (EU2012)|Laser Pistol]]
 +
*[[Laser Rifle (EU2012)|Laser Rifle]]
 +
*[[Laser Sniper Rifle (EU2012)|Laser Sniper Rifle]]
 +
*[[Laser Scatter (EU2012)|Laser Scatter]]
 +
*[[Heavy Laser (EU2012)|Heavy Laser]]
 +
*[[Plasma Pistol (EU2012)|Plasma Pistol]]
 +
*[[Light Plasma Rifle (UFO2012)|Light Plasma Rifle]]
 +
*[[Plasma Rifle (EU2012)|Plasma Rifle]]
 +
*[[Plasma Sniper Rifle (EU2012)|Plasma Sniper Rifle]]
 +
*[[Heavy Plasma (EU2012)|Heavy Plasma]]
 +
*[[Alloy Cannon (EU2012)|Alloy Cannon]]
 +
*[[Alien Grenade (EU2012)|Alien Grenade]]
 +
* Fusion Guided Launcher (Blaster Launcher)
 +
{{ColBreak}}
 +
 
 +
=== Alien Research ===
 +
*[[Xeno-Biology (2012)|Xeno-Biology]]
 +
*[[Sectoid (EU2012)|Sectoid]]
 +
*Sectoid Autopsy
 +
*Sectoid Interragation
 +
*[[Outsider (EU2012)|Outsider]]
 +
*Sectoid Commander
 +
*Sectoid Commander Autopsy
 +
*Sectoid Commander Interragation
 +
*[[Thin Man (EU2012)|Thin Man]]
 +
*Thin Man Autopsy
 +
*Thin Man Interragation
 +
*[[Floater (EU2012)|Floater]]
 +
*Floater Autopsy
 +
*Floater Interragation
 +
*Heavy Floater
 +
*Heavy Floater Autopsy
 +
*Heavy Floater Interragation
 +
*[[Chryssalid (EU2012)|Chryssalid]]
 +
*Chryssalid Autopsy
 +
*[[Muton (EU2012)|Muton]]
 +
*Muton Autopsy
 +
*Muton Interragation
 +
*[[Berserker (EU2012)|Muton Berserker]]
 +
*Muton Berserker Autopsy
 +
*Muton Berserker Interragation
 +
*Muton Elite
 +
*Muton Elite Autopsy
 +
*Muton Elite Interragation
 +
*Drone
 +
*Drone Autopsy
 +
*[[Cyberdisc (EU2012)|Cyberdisc]]
 +
*Cyberdisk Autopsy
 +
*[[Sectopod (EU2012)|Sectopod]]
 +
*Sectopod Autopsy
 +
*Ethereal
 +
*Ethereal Autopsy
 +
*Ethereal Interragation
 +
 
 +
{{ColBreak}}
 +
 
 +
=== "Uncategorized" ===
 +
*[[Experimental Warfare (EU2012)|Experimental Warfare]]
 +
 
 +
=== "Priority Research" ===
 +
*[[Outsider Shard (EU2012)|Outsider Shard]]
 +
* hyperwave communication
 +
* ethereal device
 +
{{EndCol}}
 +
 
 +
== Research diagram ==
 +
 
 +
I need some help checking this diagram for corrections, I'm not 100% sure everything is correct. Enither is it fullt finished. --[[User:Kokkan|Kokkan]] 13:43, 20 October 2012 (EDT)
 +
 
 +
 
 +
 
 +
[[File:XCOM Research.png]]
 +
 
 +
check this one:
 +
[[File:Xcom2012techtree.png]]
 +
 
 +
==EW==
 +
1) guess we'll need to update those tech tree images. 2) someone who knows how to see the game code check me on what I added in the notes? C) It's a material cost minimum to ''start'' a research project, but they're not actually ''consumed'' untill completion? ie; "triple-dip" the same handful of fragments just to get the ''research points'' in?
 +
 
 +
:2) What you wrote is correct. Whenever I'm running out of Fragments I don't finish the project and start working on something else. 1) Kokkan is updating the second image with EW. I've also been working on something a bit more graphical.
 +
[[User:Hobbes|Hobbes]] 22:59, 3 December 2013 (EST)
 +
 
 +
Hm, might give it a shot myself at making a new tree, but for the record; I used XDude's the most, as it's the best design visually (directional, shows "types", and big/spread out enough to see paths clearly while small enough that people on smaller screens can still see the whole thing without the shrinking making it illegible), while Nite's format was the most complete and efficient (if crazily tall). Otherwise, I may go over the top and make a Flash of the whole goddamn thing, with dropdown info and such (I think I could even program a point requirement calculator into it), if I get the drive to do so (don't count on it). --[[User:Xuncu|Xuncu]] 00:20, 4 December 2013 (EST)
 +
 
 +
:: I feel that I am done with my update on the Nite tech tree. So I'm posting the Excel source here.
 +
:: https://www.dropbox.com/s/ynnf14w0f3el4pc/XCOM%20EW%20Tech%20Tree.xlsx  --[[User:Kokkan|Kokkan]] 06:12, 4 December 2013 (EST)
 +
:::Once thing I will say about yours is that it is great, but Major comes after Captain so should probably be swapped on the OTS bit.--[[User:Ditto51|Ditto51]] 15:55, 4 December 2013 (EST)
 +
:::: Doh! It should be fixed now.--[[User:Kokkan|Kokkan]] 17:04, 4 December 2013 (EST)
 +
::::: Kokkan, I've added the images to the Excel file but I'm clueless on how to make a png file out of a xlsx file. Can you give me some pointers? [[User:Hobbes|Hobbes]] 17:47, 4 December 2013 (EST)
 +
:::::: Well, I give for today trying to make a .png. Here's the Spreadsheet file if anyone wants to make an image: [https://dl.dropboxusercontent.com/u/18824603/XCOM%20EW%20Tech%20Tree.xls][[User:Hobbes|Hobbes]] 19:52, 4 December 2013 (EST)
 +
::::::: Copy-Paste into paint. =D (I was also looking for a save/export function.)  --[[User:Kokkan|Kokkan]] 05:29, 5 December 2013 (EST)
 +
::::::::That didn't work but I found a way to do it. Here it is but I had to reduce its size so the quality isn't good: [[User:Hobbes|Hobbes]] 08:36, 5 December 2013 (EST)
 +
:::::::::Just got it right. Any corrections? [[User:Hobbes|Hobbes]] 11:44, 5 December 2013 (EST)
 +
[[Image: EW Research Tree.png]]

Latest revision as of 08:06, 1 March 2015

What does C+5 mean? Hobbes 21:35, 10 October 2012 (EDT)

I thought I put in an explanation... must've been on the wrong page. I was thinking we need a way to normalize the difficulty level and the number of scientists. We could try to list it in short form (Classic & 5 scientists) result in a Normal (8 days) time. We could also just cite the code numerical values. Or something completely different. We also need to find a way to simplify the prerequisites; late game research is going to end up with a long list, unless maybe we just cite the last highest one and everybody assumes you need all the stuff under it to get there of course. Robbx213 21:47, 10 October 2012 (EDT)
I think it's too much information for one page. We can either create pages for the 9 research areas (where you receive bonuses from live interrogations) or we start making individual pages for each research topic. Hobbes 22:22, 10 October 2012 (EDT)
I'd actually like to see a page for each topic that goes into detail for each item (pictures, cross-referenced chains, production information, information on associated research credits, extended tables to determine research time, etc) while having the main Research page provide a general overview. Possibly in a small table format listing the topic, how it is obtained, and minimum number of scientists for it. That way people would have the basic information readily available while keeping any spoilers hidden. ~ Drakalu 02:12, 11 October 2012 (EDT)
A prerequisites always only refer to the closest lower branch, not list all research projects up to that.
True, but some of the mid to late game projects seem to require more than one technology to be researched prior to it becoming available. Firestorm is one example.
"C+5" is ambiguous and hard to understand. Better to list all costs and times at normal difficulty, and then either write out the difference (Classic: +2 days) or the acutal number (Classic: 8 days).
I agree! Boozedog
I don't think Results should be listed on this page at all, since it kinda spoils to much. Better to use this page as a springboard to other pages (perhaps individual pages) with more specific data. --Kokkan 07:06, 11 October 2012 (EDT)
When we go with individual pages, we can just create a Navbar for easy navigation between the pages. I already thought of doing 1 for the XCOM subsection of the table, with the major pages.
Kokkan, do you have a template for navbars? I thought of using one of the old ones from the original game section but I remembered that you may have something better. Hobbes 09:39, 11 October 2012 (EDT)
OK, I'll just try to adapt one of the old UFO ones for wikitable then. Thanks. Hobbes 14:54, 11 October 2012 (EDT)
We don't know the baseline for most of the research techs yet, aside from the starting ones. Keeping track of the difficulty, number of current scientists, and number of days from multiple sources is the only way we'll be able to determine the base time and time decrease/scientist. I like the navbar idea and figured it would be added later after the meat had been added to the sections. ~ Drakalu 10:02, 11 October 2012 (EDT)
No, I can't say I know of a template suitable enough. --Kokkan 11:48, 11 October 2012 (EDT)
I'm down with the idea of keeping the main page simple and going into difficulty-specific detail, resulting unlocks, storyline progression, etc. in a dedicated page. Robbx213 00:59, 12 October 2012 (EDT)
I love the idea of having everything on one table but after it's complete it will be better to split it up but with a navbar for all Research topics. We're also missing a discription of how research works, the bonuses, etc. Hobbes 10:44, 15 October 2012 (EDT)

Might I make a suggestion for the research time issue? I noticed the current way is by listing current scientist number and difficulty level, but an easier way to look at it would be to simply list the total scientist points required for completion. (As in, weapon fragments takes 8 days to research with 5 scientists. So Weapon fragments require a total research effort of 40 points. Going from 5 to 10 scientists brings the time down to exactly 4 days rather than 8. 40/5=8 40/10=4 and so forth. This is before credits apply of course, but a note can be included to reduce the time in half in such a case. I don't believe difficulty has any effect on research times. And i am unsure about how credits/labs/stacking credits applies to the base point requirement if more than one is present, but saying 40 scientist points seems a bit easier than 8 days with 5 scientists on classic. A scientist generates one point a day. This does allow credits, and labs to be factored in very easily. The Sectoid Beam Weapons credit applies the 50% less time modifier. So 40 points would simply reduce to 20. This system would also work with a lab added with the 50% credit, but i have no idea yet how they will stack. It could be a 20% and 50% from the initial base of 40 points to reduce it to 12 points, or it might be a 50% reduce to 20 and then the 20% to bring it to 16 points. Wolf 01:44, 18 October 2012

Went ahead and changed the research cost system to something vastly easier. Wolf 22:19, 21 October 2012

Looking at it now, I think my little 'formula' for the time required may be completely off. I'm not even entirely sure how the lab n' adjacency bonus is calculated (thee labs and the gene lab in a square reduces project time to roughly 40%, so someone else feel free to take a crack at it. --Xuncu (talk) 03:06, 1 March 2015 (EST)

End Game Spoilers

We need to come up with some new policy for this. I've already noticed a few spoilers (I already know the game end from the demo files) and I think it might be nice to have this info somewhat buried and concealed so that you really have to dig it up (and not see a spoiler by accident). What do you guys think Hobbes 14:52, 11 October 2012 (EDT)

I personally don't care about spoilers, and if people are coming here I think they either already know what they're looking for and want to do a comparison, or they're seeking out spoilers (or at least advanced info) to decide what they want to do in-game, if they want to buy the game, etc. Robbx213 00:57, 12 October 2012 (EDT)
I feel the same about wanting to know spoilers but there's a lot of visitors/users who will want information to progress on the game, but not details on the final mission. I know how the game ends but I skip any details about the storyline missions (specially the last one) until I try it on Classic difficulty. Hobbes 12:02, 13 October 2012 (EDT)

Carapace -> Titan Armor

There must be something else that unlocks Titan Armor research. Probably something to do with Floaters? I went straight for Carapace early game and only got Skeleton Suit. Robbx213 00:56, 12 October 2012 (EDT)

Hint: try researching UFO Engine and Elerium after Carapace armor. Some research trees are still the same as the original game ;) Hobbes 10:41, 15 October 2012 (EDT)

Index

Moving the "index" here, there might be a future use for it. --Kokkan 07:24, 15 October 2012 (EDT)


Alien Research

  • Xeno-Biology
  • Sectoid
  • Sectoid Autopsy
  • Sectoid Interragation
  • Outsider
  • Sectoid Commander
  • Sectoid Commander Autopsy
  • Sectoid Commander Interragation
  • Thin Man
  • Thin Man Autopsy
  • Thin Man Interragation
  • Floater
  • Floater Autopsy
  • Floater Interragation
  • Heavy Floater
  • Heavy Floater Autopsy
  • Heavy Floater Interragation
  • Chryssalid
  • Chryssalid Autopsy
  • Muton
  • Muton Autopsy
  • Muton Interragation
  • Muton Berserker
  • Muton Berserker Autopsy
  • Muton Berserker Interragation
  • Muton Elite
  • Muton Elite Autopsy
  • Muton Elite Interragation
  • Drone
  • Drone Autopsy
  • Cyberdisc
  • Cyberdisk Autopsy
  • Sectopod
  • Sectopod Autopsy
  • Ethereal
  • Ethereal Autopsy
  • Ethereal Interragation


"Uncategorized"

"Priority Research"

Research diagram

I need some help checking this diagram for corrections, I'm not 100% sure everything is correct. Enither is it fullt finished. --Kokkan 13:43, 20 October 2012 (EDT)


XCOM Research.png

check this one: Xcom2012techtree.png

EW

1) guess we'll need to update those tech tree images. 2) someone who knows how to see the game code check me on what I added in the notes? C) It's a material cost minimum to start a research project, but they're not actually consumed untill completion? ie; "triple-dip" the same handful of fragments just to get the research points in?

2) What you wrote is correct. Whenever I'm running out of Fragments I don't finish the project and start working on something else. 1) Kokkan is updating the second image with EW. I've also been working on something a bit more graphical.

Hobbes 22:59, 3 December 2013 (EST)

Hm, might give it a shot myself at making a new tree, but for the record; I used XDude's the most, as it's the best design visually (directional, shows "types", and big/spread out enough to see paths clearly while small enough that people on smaller screens can still see the whole thing without the shrinking making it illegible), while Nite's format was the most complete and efficient (if crazily tall). Otherwise, I may go over the top and make a Flash of the whole goddamn thing, with dropdown info and such (I think I could even program a point requirement calculator into it), if I get the drive to do so (don't count on it). --Xuncu 00:20, 4 December 2013 (EST)

I feel that I am done with my update on the Nite tech tree. So I'm posting the Excel source here.
https://www.dropbox.com/s/ynnf14w0f3el4pc/XCOM%20EW%20Tech%20Tree.xlsx --Kokkan 06:12, 4 December 2013 (EST)
Once thing I will say about yours is that it is great, but Major comes after Captain so should probably be swapped on the OTS bit.--Ditto51 15:55, 4 December 2013 (EST)
Doh! It should be fixed now.--Kokkan 17:04, 4 December 2013 (EST)
Kokkan, I've added the images to the Excel file but I'm clueless on how to make a png file out of a xlsx file. Can you give me some pointers? Hobbes 17:47, 4 December 2013 (EST)
Well, I give for today trying to make a .png. Here's the Spreadsheet file if anyone wants to make an image: [1]Hobbes 19:52, 4 December 2013 (EST)
Copy-Paste into paint. =D (I was also looking for a save/export function.) --Kokkan 05:29, 5 December 2013 (EST)
That didn't work but I found a way to do it. Here it is but I had to reduce its size so the quality isn't good: Hobbes 08:36, 5 December 2013 (EST)
Just got it right. Any corrections? Hobbes 11:44, 5 December 2013 (EST)

EW Research Tree.png