Anomalous Research: Difference between revisions
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=== Stats === | === Stats === | ||
All anomalies have three similar stats - Severity, Stability, and Health. | 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%. | *'''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. | *'''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. | *'''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. | ||
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Revision as of 20:09, 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. |