Alien Research Archive

Archived on 1/1/2015 by rennatnave101.




Research Facility:

A group of buildings inside the Alien Base. The Experiment Lab can be found here. There is another area that some advanced physics-related research is taking place in. Visit the LAHC. Redsnapper39 is the head of R&D here. Aerial is an AI! :D
Free production:
0 free slots [Redsnapper39]
2 free slots [DracoSupreme]
1 free slots [BlackHiveSupreme]
0 free slots [SlingshotFox]
Main Alien Techs
Technology - 21
10 Years ago, this technology would've needed nerfing
Medicine - 9
Healing takes 50 minutes and re-spawning takes 10 hours.
Engineering - 10
It takes 5 days to construct a building.
...
LATEST BREAKTHROUGH: Project Something has begun.

γ_>Research<_γ

Research works like training. Sign up to research in a field of science to add to your factions overall scores, which help make things stronger, faster, more efficient, etc.
Research FieldDescriptionRequiresReward
TechnologyCore Research that unlocks all other fields and inventions6 Days (+) 250 ©+1 Alien Technology Level
MedicineThe ability to lower healing and re-spawn times7 Days (+) 100 ©+1 Alien Medical Science Level
EngineeringThe ability to construct buildings faster and stronger7 Days (+) 100 ©+1 Alien Engineering Level
Sub Techs


EnergyMore efficient energy source + unlocks many energy-related creations8 Days+1 Energy Level
Computer TechComputers with more power, speed, memory, etc.10 Days+1 Computer Tech Level
Defense MechanismsThe ability to make lighter and durable armor as well as improved shielding for units. Used for lightning and ion weapons too.8 Days+1 Armor Level (4% more durability)
+1 Shielding Level (5% more strength)
TerranauticsThe ability to create new land vehicles6 Days+1 Land Engineering Level
Weapons TechnologyThe ability to develop stronger weapons and WMDs for an arsenal8 Days+1 Weapons Level (4% more death)
EspionageImproves detection systems and cloaks (includes Sonar)9 Days+1 Espionage Level
AeronauticsThe ability to develop space-capable craft and atmosphere dependent aircraft. Unlocks the space drives over time10 Days+2 Aeronautics Level
MiningThe ability to mine more effectively in less time.6 Days+1 Mining Level (Mining is 8% more efficient)
Current Research
-Main-
Technology XXII:Redsnapper39{6/2/14}
Medicine IX:none{}
Engineering X:none{}
*PROJECT SOMETHING*:Phase 1: Viable protist created
---------------------------------------------------------------------
-Sub-techs-
Energy VIII:Redsnapper39{6/1/14}
Computer Tech XI:Redsnapper39{5/27/14}
Defense Mechanisms X:none{}
Terranautics IX: none{}
Weapons Technology XII:SlingshotFox {7/8/14}
Espionage VIII:none{}
Aeronautics XVI:Redsnapper39{5/30/14}
Mining V:none{}
-----------------------------------------------------------------------
Creations (new weapons, armor, vehicles, etc.):
Psionics:「LOCKED」[Red may actually have this O.o]
CS Crawler:Redsnapper39 {4d- 5/30/14}
CTX-17 Battleship:Redsnapper39 {9d- 6/1/14}
Hyper-Carrier Power Cell:「LOCKED」[Requires: Aeronautics X, Energy VIII](This upgrade makes hyper-carriers faster, able to have better shields and to charge the main laser into a powerful weapon. Now viable for dropping troops in from space without dying in hundreds!- also compatible with Cosmo-Carriers)
PBN:DracoSupreme {5/26/14} (Phobian Battle Network)
ETV Stinger: SlingshotFox {5/27/14} (land vehicle similar to a scorpion with a powerful lazer instead of a stinger-thing, it has only 4 legs that have mini engines on each, and its pincer-things can have EMP pulses run through it to disable enemy vehicles)
--->Completed<---
==γTechnologies:
Defense Mechanisms IX - | Defense +36% (ALTC) | Shields +45% |
Weapons Technology IX - | Attack +36% |
Espionage VII - | Mirage Cloak Duration: 60s (120s for spies) | Sonars detect units with 7- stealth |
Aeronautics XIV - Warp 1.25
Mining IV - +32% Mining efficiency (?? crystals per miner per day)
Energy VII
Computer Tech IX
Terranautics V
==γUnleveled Techs:
Robotics
Laser Technology
Ion Technology
Plasma Technology
Advanced Nuclear Weapons
Reverse-engineered Teleporter Tech
Sanic Technology
Sanic Weapons
Interplanetary Drive
Advanced Magnetism
Crystal Transplantation
Particle Physics
Magnetic Containment
Gauss Weapons
Plasma Explosives
Chemical Warfare
Ybeam Technology
Warp Drive
Artificial Gravity
==γInventions:
Artificial Intelligence
Hunter Cruiser
ETR-543 Laserstaff
Battlesuit 1.1
Strike Bomber
Heavy StrikeCraft
Adaptive Armor Upgrade
AnDrone
Mirage Cloak
Carrier Healer Upgrade
C-Driller
Covert Lance
ETX FireCamel
Power Turret
Storm-Transformation
Drekken Drone
Mothership OCIS
Sat-01
Micro-Nuke
Cosmo-Carrier
Marien Razer
Strike Interceptor
Fusion Generator
???
Simple Teleporters
Ion Turret
4T2 Ion Disruptor
Oculus Rift
Additional Pylons
Ion Staff Z4
Monolith/D-door
Sanic Blaster T3
Hacksaw-Less Solution
Ronin Turret
Space Oriented AnDrones
Samurai Rifle
Plasmatic Cannon
Explorer Vessel
'Shining Dew' (secret land vehicle)
Neosuit
R.P.G.7
Tank Buster
Robust Turret
Gauss Chutes
ETX Drone Soldiers
Heavy Spray

Staff:

1/4 Technocrats (1 main tech - 3 sub-techs): Redsnapper39
0/12 Scientists (1 main tech - 2 sub-techs):
1/36 Lab Assistants (1 main tech - 1 sub-tech): DracoSupreme,
2/36 Researchers (1 sub-tech): BlackHiveSupreme, SlingshotFox

Travel to:
Alien Base
Alien Bunker
Alien Sickbay




Experiment Lab:


Animated Experiment LabThis is the Alien technology hub. It is the most important building in the Research Facility area. Only a portion of this area is accessible to average players. There are hidden areas of higher security levels here. Some purchasable items here require a minimum rank or a specific role.
Lab run by: Redsnapper39 (head technocrat)

Alien Technology Level: 20

My notes can be found here
Don't know what an item, vehicle, etc. available here does? Look at it here(THIS INCLUDES ALL STATS)
.
Area Key:
Store: 1
Mega-Foundries: 2, 5
SL1: 3
Cybernetics: 4
Networking Zones: 6, 10
Silo: 7
SL2: 8
Chute Hub: 9
Stage: 11

Development


Current production capacity: 100 slots from 2 foundries

__=>Area 1: Store<=__
This store's entire stock has been moved into the new Alien Store. Some experimental items and upgrades will be sold here occasionally though.
!Plasmatic Cannons and Gauss Cannons have been moved to Alien Store!
--Robust Turret- 600© (Defense for your base)
--G55 Gauss Assault- 350© (must be at least Advanced Drone to use)
--Railgun- 200© (upgrade for FireCamels that makes them compatible with Gauss projectiles)
--Ronin Turret- 75© (portable/deployed weapon, Available to Advanced and Specops Drones)
--Neosuit- 200© (battlesuit for Battlesuit drones)
--Tank-Buster- 150© (Note: This is Cybernetic)
--Heavy Spray- 100© (upgrade for Heavy Drones)
--Explorer Vessel- 0© (given with Red's permission only)

__=>Area 2: Mega-Foundry 1<=__
1st floor:
<C-Driller: 2 days HALTED>
<C-Driller (2nd Slot) HALTED>
<C-Driller (3rd Slot) HALTED>
<C-Driller (4th Slot) HALTED>
<FPC: 0.5 days>
<Speeder: 1 day>
<Dragon Cruiser: 3 days>
<Hyper Carrier: 1 day>
<Strike Fighter: 1 day>
<Gunship 3 days>
2nd floor:
<Colony Ship - 2 days - 5/26/14 - 1000 © (10 Slots, too lazy for rest)>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
3rd floor:
<Colony Ship - 2 days - 5/26/14 - 1000 © (10 Slots, too lazy)>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
4th floor:
<Spacecraft - 2 days - 5/26/14 - 2500 © (10 Slots, too lazy>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
5th floor:
<Spacecraft - 5 days - 5/26/14 - 4000 © (10 Slots again)>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>

__=>Area 3: Security Level 1<=__
This area is restricted and you must be rank 6 or higher to enter. There is an array of 12 Autoturrets in the corridor that leads to this area that will attack enemy spies. Warning: if you don't have SL1 clearance you may end up being attacked even if you're on our side.
Here is the door 「O」

__=>Area 4: Cybernetic Lab<=__
Here aliens are working on inventing cybernetics (robotic parts put onto a lifeform to give them more power). Produces 3 AnDrones and 3 robots a day (robots are programmed to mine/fight/spy/engineer depending on what we need more of). Drekken drones can recharge here.
Become a Drekken Drone: To get Drekken Surgery you must pay 200© and have the required stats.
(Drekken Drones can not learn magic. If you wish to learn magic, you can have all cybernetics removed here and lose your Drekken status)

__=>Area 5: Mega-Foundry 2<=__
<Hunter Cruiser: 2 days>
<FireCamel: 3 days>
<Heavy Strike: 2 days>
<Strike Bomber: 2 days>
<Covert Lance: 2 days>
<Mothership: 10 days>
<ETX Infiltrator: 2 days>
<Pursuit Fighter: 1 day>
<Cosmo-Carrier: 5 days>
2nd floor:
<Cosmo-Carrier: 5 days>
<Cosmo-Carrier: 5 days>
<Cosmo-Carrier: 5 days>
<Marien Razer: 2 days>
<Marien Razer: 2 days>
<Strike Interceptor: 3 days>
<Strike Interceptor: 3 days>
<Ronin Turret: 0.25 days>
<Pursuit Fighter: 1 day>
<free slot>
3rd floor:
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
4th floor:
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
<free slot>
5th floor:
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>
<1 Mothership - 10 days - 5/18/14 - 540 ©>

__=>Area 6: Uplink<=__
Auxiliary uplink station for the hive. It can serve the uses of a normal Uplink but only does so when our other uplinks are down. It remotely upgrades our satellites and can be used to view deep space. Connected to Sat-01 satellite. From here you can control the Sat-01's 4T2 cannon. This place also operates the Phalanx Space Telescope, but its use is restricted to scientists.
--
_UltraFast Global Link Broadcast: Becoming Obsolete
_Sat-01 carrying: 6 Micro-Nukes
_4T2 Disruptor: Operational; not charged
_Phalanx Space Telescope: Online
_IGN Comms Interface "Phobon": Online
_Internet Receivers: -Under Construction- (5/22/14)
_PBN Interface: not connected
.
__=>Area 7: Silos<=__
There are 2 silos for producing, storing, launching large ballistic missiles. They are not part of the lab but a tunnel connects it. Contains: 20 Micro-Nukes.
Silo 1: 20 Micro-Nukes
Silo 2: 9 ICBMs (upgrading to IPBMs)
Silo 3: 10 ABMs
Silo 4: Empty (reserved for Chemical WMDs)

__=>Area 8: Security Level 2<=__
You must be rank 7/have SL-2 clearance to enter.「█」 (link is external)
.
__=>Area 9: Chute Hub<=__
You can ride Gauss Chutes to send yourself or supplies to other Marien bases extremely fast.
Stations to go to: LAHC, BlackHive Highlands, Abandoned Base, Underground Mines/Labyrinth, Synthesizing Facility
.
__=>Area 10: PBN Hub<=__
The Phobian Battle Network, made possible by new IGN tech, we can now have a giant interconnected network with battle updates, combat situations and anything. Anyone with access can get the latest updates on any Phobian combat in the universe. This will coordinate our forces and help tactics vastly hopefully to the point of being superior to any other race not connected like this. It can also be used to raise morale, via for example music! :D It's divided into several sub-channels, the main one has constant simplified updates on stuff so that anyone anywhere should be able to understand the general situation. Then there are sub-channels for each specific place, each army has a sub-channel, the groups inside this army have channels, then the simple squads and so on. The lowest will mute the others when used (Squad first, then group, then army, then main channel). Squad is mainly communication, groups contain general orders like "advance", "retreat", "flank this side", "move here", "need this kind of unit on this position" and so on, army is normally the generals' communication or anything they decide to put on really, the main can be read about above. This area is the hub where people work to get this network going and do the updates and so on. Motherships with OCIS can serve as service providers for this when the fleets are light years away.
'
__=>Area 11: Area 11<=__
The band Area 11 performs here so that we have more morale from their music. How we got 4 humans to play music for aliens on another planet is, well, that's our own secret.
'
__=>Area 12: Upgrade Center<=__
This area is for keeping track of the various upgrades Alien vehicles have. Upgrades are for specific kinds of ships, and they may be standard and be with all ships of that type when made or they may be optional to install on one, or a hybrid where certain ships will have it as standard/built-in feature on some custom vessels and others you will need to buy the upgrade.
Hyper-Carrier Power Cell (Better name?) -NOT READY-
A special power upgrade that allows Hyper Carriers and Cosmo-Carriers to fly much faster, maintain stronger shields and actually overcharge and use the main laser weapon to shoot a powerful beam that deals "splash" damage in a large area. Allows Carriers to be dropped from orbit and survive to drop troops at the ground, while dealing damage to enemy forces and clearing the ground. I guess you could also start using them as expensive bombers...
Standard for all Hyper-Carriers, upgrade/standard(?) for Cosmo-Carriers.
Warp Drives
Drives that let ships exceed the speed of light! Yay. Essential for interstellar and interplanetary travel. Built in as part of most big spacecraft, depends a lot on what the guy that manufactured/ordered the ship wants. A built in drive would raise the cost and time by a bit. Normal aircraft (i.e. Strike Fighters) can become spacecraft if you have a space piloting license and purchase this. Standard for some spacecraft like the battleship and colony ship, these can be manufactured without one to decrease price if needed though.
Standard (Warp 1.5) Drive: ? ©
Railgun
Change out a vehicle's weaponry with railguns. Great for piercing armor, has a tendency to pierce too much though as it does more damage to have the bullet stuck inside the outer armor after penetration and not completely passing through. Shields aren't a major concern to railguns. Firerate tends to drop, but increased damage yields about same DPS. Range will increase. Ideal for ETX FireCamels. 100 © per USI

Plasma Weaponry
Change out a vehicle's weaponry with plasma weapons. Plasma normally burns through stuff, so it's good against certain types of armor. Will cause serious burn damage and deal extra damage when target is weak to heat. Heat resistance and shields tend to stop plasma though. It does a little bit more damage but what will really increase is the fire rate. Plasma can also be used as an explosive to do splash damage. DPS gets raised a bit. 100 © per USI (Note that plasma has become more and more of a standard, you won't normally need this). Explosive plasma: Standard for R.P.G.7 and Robust Turrets, upgrade for Strike Bombers 250©
Ion Weaponry
Change out a vehicle's weaponry for Ions. Ions are similar to lasers, except that they are supercharged atoms that are categorized as electricity. The difference in damage is not much more than lasers, but it's slightly stronger against shields, and has a chance of causing an EMP effect, where electronics it hits are disabled. Hint: Increase the duration and the chance of EMP by raising your skill stat. Some computers hit by EMP may have their memory wiped permanently. Standard for Strike Interceptors, upgrade 125© for any other vehicle.

Laser Weaponry
The standard for a few years, it's getting slowly taken away in favor of plasma though. Lasers normally come in the pulse variant, but you can install blaster or beam ones too. Pulse lasers fire a short pulse of energy that hits pretty instantly, does high damage with low firerate, good range. Blasters will fire little "blobs" of energy, firerates are higher but damage normally lower. Blasters can be modified for splash damage, we don't have that tech quite yet though. Beam Lasers fire continuous beams of energy, firerate is constant, damage is high, causes extra heat damage but it needs tons of power and causes bad overheat. 25, 30, 40 © per USI. Pulse DPS is standard, blaster DPS could get higher or stay the same, beam DPS tends to be higher, as long as you can manage to fire. Shields stop lasers, armor is a bit weak but nothing special. A bit of the damage is heat-based and gets affected by heat resistance or weakness. There is also a subtype of laser weaponry called YBeam Weaponry. The photons are at extremely high frequencies (Gamma Rays) that do much more damage, especially against enemies weak to radioactivity, but you'll have to "reload" more often because it takes a lot of energy. For ability to switch to Ybeam based fire: 75© for firearms/laserstaffs, additional 25© per USI on a vehicle.

Projectile Weaponry
Replaces weaponry with projectile based weaponry. Normally the human standard, Aliens have moved on to energy based weaponry. But projectiles are great at penetrating shields. They tend to ricochet off armor, you're better using something else. Firerate is high, damage low normally, these weapons can be tweaked so much. If you use rockets or missiles you get splash damage, but much lower firerates. 25 © per USI.
Adaptive Armor
ALTC (Alloy of aluminum lithium titanium carbide) has replaced steel as the standard for constructing buildings and vehicles, but a special plating of it can be added over vehicles to make it adaptable to its environment. Meaning the more you attack it, the tougher it gets.
'
X#-- Areas 13+ are vacant and have no current use --#X

Travel to:
Alien Base
Breeding Pit
Research Facility
Alien Sickbay
Alien Bunker


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