Anomalous Research: Difference between revisions

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*they all undergo dangerous "Critical Events" when their severity stat hits 100%.
*they all undergo dangerous "Critical Events" when their severity stat hits 100%.
*they can all be "harvested" by an anomaly vessel for the passive generation of research points
*they can all be "harvested" by an anomaly vessel for the passive generation of research points
*they all pose a significant hazard to the station and the crew
*they all pose varying degrees of hazard to the station and the crew


=== Stats ===
=== Stats ===

Revision as of 20:08, 29 April 2023

One of R&D's main ways to harvest research points, and the leading cause of headaches in captains of non-coordinated stations. Anomalous Research is a subdepartment of science focused around the containment and manipulation of various unique anomalies.

Anomalies

Anomalies are special entities created by the Anomaly Generator, located in the R&D department. They can also be generated by random events. the properties of each anomaly vary wildly, but they all share a set of similar characteristics.

  • they cannot be moved by conventional means (pushing/pulling)
  • they cannot be interacted with in any meaningful way without the use of anomalous particle acceleration technology (A.P.E./C.H.I.M.P)
  • they all have passive effects on their surroundings
  • they all perform "pulses", periodic bursts of energy with varying effects based on the type of anomaly.
  • they all undergo dangerous "Critical Events" when their severity stat hits 100%.
  • they can all be "harvested" by an anomaly vessel for the passive generation of research points
  • they all pose varying degrees of hazard to the station and the crew

Stats

All anomalies have three similar stats - Severity, Stability, and Health.

  • Severity affects the magnitude of an anomaly's passive and pulse effects, and causes a critical event when it reaches 100%.
  • Stability dictates whether or not the Severity stat increases each time a pulse occurs, along with the time period between pulses. Lower stability = less time between pulses.
  • Health is a hidden stat not available to the player, and decreases when "containment" particles are used on an anomaly. Once an anomaly reaches 0 health, it simply disappears.
Image Name Description Critical Event
Pyroclastic Bright pink and extremely hot. Constantly heats up the surroundings and periodically sets its surroundings aflame. Explodes into huge amounts of burning steam.
Electric A small mote of light. Constantly emits light and periodically shocks everything nearby. Emits an electromagnetic storm that zaps everyone nearby and destroys electrical systems.
Gravitational A dark orb. Constantly pulls nearby light/medium objects toward itself and periodically pushes them away. Causes a very large explosion.
Flesh A pulsating sphere of meat. Periodically spawns hostile flesh monsters. The anomaly evolves into "flesh kudzu", a mass of meaty vines that spread anywhere they can, looking for prey.
Bluespace A collection of glowing blue rings. Constantly acts as a one-way portal to a random nearby location and periodically changes its position on the station. Teleports all nearby organisms to a random point in local space.