- Created by StoatsNotGoats on Aug 10, 2022
You are viewing an old version of this page. View the current version.
Compare with Current View Page History
Version 1 Next »
Updated for version 5.10
"Assistant, I have completed the research!" - Boso Ta
Overview
Research is performed on the player headquarters after completing the Player Headquarters Plot and enables for access to more abilities, modules and customisation. Each research item incurs a resource cost and may also involve a short mission or plot. Additionally once everything has been completed for starting research there is a time cost. Finally, only one research item can be completed at a time (this of course doesn't prevent stockpiling goods for further research).
<research interface>
Research Items
Teleportation
Teleportation allows the player to select an owned ship or station via the map and teleport to it and it has 4 stages
- Teleportation - enables in-sector teleportation
- Teleportation I - enables teleportation to within 3 jumps
- Teleportation II - enables teleportation to within 5 jumps
- Teleportation III - enables teleportation to all player-owned property
A reputation effect of being +27 or greater with a faction is the ability to teleport to their wharves and shipyards.
Energy Cells | Advanced Electronics | Antimatter Converters | Nividium | Plasma Conductors | Field Coils | Superfluid Coolant | |
---|---|---|---|---|---|---|---|
Teleportation | 2,000 | 100 | |||||
Teleportation I | 5,000 | 200 | 300 | ||||
Teleportation II | 7,000 | 300 | 50 | 750 | |||
Teleportation III | 25,000 | 1,500 | 2,000 | 2,500 | 7,500 |
Basic teleportation takes 10 minutes to research, ranges 1 and 2 take 15 minutes and universe-wide teleportation takes 20 minutes
High Mass Teleportation
High mass teleportation is unlocked after Teleportation III and has two stages of progression:
- High Mass Teleportation I - allows teleportation of the player headquarters to any location within a sector
- High Mass Teleportation II - allows teleportation of the player headquarters to any location
The latter is a requirement for Terraforming.
Energy Cells | Advanced Electronics | Nividium | Field Coils | Superfluid Coolant | |
---|---|---|---|---|---|
High Mass Teleportation I | 12,500 | 10,000 | 1,000 | 5,000 | 8,000 |
High Mass Teleportation II | 25,000 | 27,500 | 5,000 | 30,000 | 20,000 |
Equipment Modifications
Researching the equipment mods in the 3 levels (basic, enhanced and exceptional) allows for the enhancement of ship properties through workbenches aboard wharves and shipyards. The following may be researched in the 3 respective levels with each type of mod type being independent of each other but each mod level requiring the level before it:
- Hull
- Engines
- Shields
- Weapons
- Turrets
Hull
Basic: Obtain an item for Boso Ta from an NPC on a station
Claytronics | Teladianium | Refined Metals | Graphene | Nividium | |
---|---|---|---|---|---|
Enhanced | 50 | 25 | 100 | 75 | |
Exceptional | 200 | 75 | 250 | 50 |
Engines
Basic: complete the race mission for Boso Ta
Engine Parts | Antimatter Cells | Superfluid Coolant | Advanced Electronics | Field Coils | |
---|---|---|---|---|---|
Enhanced | 150 | 150 | 200 | 50 | |
Exceptional | 500 | 400 | 250 | 250 |
Shields
Basic: Sustain damage from several different weapons as instructed by Boso Ta
Advanced Composites | Field Coils | Plasma Conductors | Energy Cells | |
---|---|---|---|---|
Enhanced | 25 | 150 | 250 | 2,000 |
Exceptional | 50 | 250 | 300 |
Weapons
Basic: Open a guarded lockbox and deliver the contents to Boso Ta
Advanced Composites | Field Coils | Weapon Components | Smart Chips | Plasma Conductors | |
---|---|---|---|---|---|
Enhanced | 50 | 150 | 75 | 100 | |
Exceptional | 50 | 250 | 200 | 300 |
Blueprint Hacking
Blueprint hacking research allows for the obtaining of select blueprints from the scanning of data leaks (small red glowing dot). Notable blueprints that can't be stolen after completing this research are fabrication and maintenance bay blueprints. Like other research chains some research has prerequisites, blueprint hacking research without prerequisites is as follows:
- Dock Module Hack
- Production Module Hack
- Storage Module Hack
Energy Cells | Smart Chips | Claytronics | Graphene | Advanced Electronics | Refined Metals | Teladianium | |
---|---|---|---|---|---|---|---|
Dock Module Hack | 2,500 | 150 | 125 | ||||
Production Module Hack | 2,500 | 200 | 300 | 225 | |||
Storage Module Hack | 2,500 | 500 | 500 | 400 |
Blueprint hacking research with prerequisites is as follows:
- Defence Module Hack
- Habitation Module Hack
These research options have all of the first 3 hacking research options as prerequisites
Energy Cells | Claytronics | Weapon Components | Advanced Electronics | Smart Chips | Superfluid Coolant | Teladianium | |
---|---|---|---|---|---|---|---|
Defence Module Hack | 2,500 | 50 | 75 | 100 | |||
Habitation Module Hack | 2,500 | 400 | 500 | 500 |
Welfare Modules
Note: Casino module research is limited to players with X4: Tides of Avarice
Welfare module research is very different to the other research items in that both welfare module blueprints are unlocked through missions with a little plot, more like the more major plots of X4 rather than the generic missions. The process involved in each mission is outlined in the following pages:
- Welfare module research mission
- Casino module research mission
References
- libraries/wares.xml
- No labels