Difference between revisions of "NERON Projects"
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| Anomaly Detector | | Anomaly Detector | ||
| [[Radio Expert]] and [[Technician]] | | [[Radio Expert]] and [[Technician]] | ||
| − | | Nothing beats a little NERON defragmentation. Filled with happiness it is more than content to pass a little extra | + | | Nothing beats a little NERON defragmentation. Filled with happiness it is more than content to pass a little extra info along to your PDA.<br> |
'''Equipment that has been interfered with is reported on your PDA'''<br> | '''Equipment that has been interfered with is reported on your PDA'''<br> | ||
* Shows broken equipment on your mini-map. {{bug|seems to no be inconsistent with highlighting and sometimes doesn't show equipment highlighted once it's been reported but not fixed yet}} | * Shows broken equipment on your mini-map. {{bug|seems to no be inconsistent with highlighting and sometimes doesn't show equipment highlighted once it's been reported but not fixed yet}} | ||
Revision as of 02:25, 6 December 2013
There are 31 NERON projects which will appear as options for completion at the NERON terminal in the Nexus. Each project will appear exactly once. You're given an option of three to choose from, and once you complete one, the list refreshes with new projects, meaning the other two are lost as options for your current ship.
NERON projects can also be completed by the comms officer at the comms terminal by doing NERON upgrades. For each NERON version upgrade, a random project which has not yet been available and is not currently available in the Nexus will be completed. The comms officer can do as many of these as they like, given that their pool of projects isn't exhausted, although there are diminishing returns on AP investment after the first few.
Once all projects have either been an option in the Nexus or been completed via comms, no more NERON projects are possible.
List of NERON Projects
| Image | Name | Effectiveness | Details |
|---|---|---|---|
|
Anomaly Detector | Radio Expert and Technician | Nothing beats a little NERON defragmentation. Filled with happiness it is more than content to pass a little extra info along to your PDA. Equipment that has been interfered with is reported on your PDA |
|
Antigravity Thrusters | Pilot and Physicist | Increases chances of landing on a planet successfully. Only relevant if non-pilots are flying. |
|
Armored Corridors | Technician and Physicist | Attacks upon the Daedalus are reduced by one point. |
|
Automatic Sprinklers | Technician and Firefighter | Each fire has a 25% chance to be auto extinguished each cycle changeover, including the one during which it appears. |
|
Auxiliary Terminal | IT Expert and Radio Expert | Creates NERON terminals in the medlab and the engine room. |
|
Bay Door XXL | Pilot and Technician | Reduced the risk of accidents when non-pilots are flying ships. |
|
Blaster Gun | Pilot and Shooter | Increases patrol ship firepower by 1 point. |
|
Convenient Sink | Biologist and Technician | Expeditions will no longer make people dirty. (Confirm correct translation?) |
|
CPU Overclocking | Astrophysicist and IT Expert | Searching for a planet costs 1 AP less. |
|
Defective Piston Sensors | Radio Expert and Robotics Expert | Broken doors are shown on trackers. |
|
Dismantler | Technician and Robotics Expert | Generates 5 scrap metal in the engine room. |
|
Extra Drone | Technician and Robotics Expert | Adds a drone in the Nexus. |
|
Extra Hydropots | Technician and Botanist | Adds 3 hydropots, which appear in the Hydroponic Garden. |
|
Fire Detector | Radio Expert and Firefighter | Fires are shown on trackers. |
|
Fission Coffee Roaster | Caffeine Junkie and Physicist | The coffee machine also regenerates Cycle 4 (French wiki lists this as bugged - confirm?) |
|
General Patching Up | Designer and Creative | Each cycle, the Daedalus has a 15% chance of not falling apart. Prevents fires, metal plates, electrical overloads, shocks and spontaneous failures. Announced by NERON when activated. |
|
Heat Lamps | Technician and Botanist | Plants in the garden have a 50% chance to generate an additional fruit each day. |
|
Hydroponic Incubator | Physicist and Botanist | Seedlings grow twice as fast in the garden. |
|
Large Bay Upgrade | Pilot and Technician | The Icarus can carry two more people, bringing the maximum to 6. |
|
Launch Propulsion System | Pilot and Physicist | Launching patrol ships and the Pasiphae costs 1 AP less. |
|
Magnetic Net | Pilot and Physicist | When the Daedalus moves, patrol ships are automatically brought on board (however Pasiphae is not). |
|
Magnetic Return | IT Expert and Robotics Expert | The Icarus automatically returns to the Daedalus in the event of mission failure. |
|
NERON Participation | IT Expert and Shrink | If a project is above 0%, it is automatically progressed 5% each cycle. |
|
Oxygenated Ducts | Technician and Biologist | Each cycle, the Daedalus has a 20% chance to recycle oxygen. Announced by NERON. |
|
Plasma Shield | Physicist and Technician | The hull of the Daedalus is now protected by a self-regenerating shield. Must be turned on after being built at the BIOS terminal. Starts at 50 and regenerates 5 per cycle up to a maximum of 100. Is damaged before ship hull. |
|
Pneumatic Distributor | Robotics Expert and Chef | Food produced in the garden is sent directly to the refectory via a pneumatic tube. |
|
Quantum Sensors | Astrophysicist and Radio Expert | Scanning planets reveals one additional zone each time. |
|
Rerouted Charges | Physicist and Technician | Turrets recharge twice as fast. |
|
Spatial Wave Radar | Radio Expert and Technician | The stellar antenna now doubles your progress. (Confirm this = Difficulty of establishing comms link is halved?) |
|
Teslatron Reservoir | Physicist and Technician | Patrol ships have an additional 6 charges. |
|
Trail Minimizer | Pilot and Technician | The number of attackers who pursue the Daedalus when it moves is reduced by 25%. |






























