Difference between revisions of "UFO Recovery Values"
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Unconscious (i.e., live) aliens don't leave behind corpses and aren't worth any money, | Unconscious (i.e., live) aliens don't leave behind corpses and aren't worth any money, | ||
so don't stun everything in sight -- only stun what you need (see [[Research#Researching_aliens|Research]]). | so don't stun everything in sight -- only stun what you need (see [[Research#Researching_aliens|Research]]). | ||
− | Live aliens do produce a higher [[ | + | Live aliens do produce a higher [[Scoring#Alien_Casualties|score]], but only if you don't currently have that alien species+rank in containment. |
In the tables below, the average value of each alien's armament is assumed to be about $180,000. The number of aliens found on each ship type varies; on higher difficulty settings, many more aliens will appear. | In the tables below, the average value of each alien's armament is assumed to be about $180,000. The number of aliens found on each ship type varies; on higher difficulty settings, many more aliens will appear. |
Revision as of 03:13, 2 February 2007
Although Country Funding is the mainstay of X-COM's working budget, and manufacturing can be a great supplement to that, alien artefacts and UFO components recovered from UFO Ground Assaults are the greatest source of funds for commanders.
The following tables list values for fully-intact ships. If you attack ships while they are landed, you can recover most of the items listed below.
UFOs which have been shot down will usually have several destroyed components, especially UFO Power Sources and the Elerium-115 contained within them. That's half a mil down the drain, for each lost Power Source & Elerium. Aliens which were standing near the power source(s) will often be killed. Their corpses and personal armament may or may not survive the blast.
To minimise the amount of damage done to a UFO during interception, select the "Cautious Attack" setting. Or just let it land without shooting it down, to maximize loot (except for Terror ships).
Artefacts and UFO components can also be destroyed during the course of a mission, particularly by Explosions -- so use HE munitions and grenades sparingly inside UFOs if you want maximum salvage value.
Alien Armaments
Items which the aliens carry -- weapons, almost exclusively -- are identified as "Alien Artefacts" until you fully research them. They can still be sold at full price once you get them back to base.
In the first few months of the game, the aliens will be relatively lightly armed -- Plasma Pistols or Rifles. As time progresses, they will start sporting Small Launchers, Heavy Plasmas, and eventually Blaster Launchers. Within a few months, they will abandon pistols and rifles altogether, and most aliens will carry a Heavy Plasma.
Aliens on the smaller (scout) ships will also sometimes carry a Mind Probe, worth $304,000, the highest-priced alien artefact you will ever encounter. Since the UFOs you encounter in the first few months will mostly be scout ships, the value of alien artefacts (per alien) will remain relatively constant throughout the game.
Here are items carried by aliens, and their value:
Value Plasma Pistol $84,000 Clip $4,440 Plasma Rifle $126,500 Clip $6,290 Heavy Plasma $171,600 Clip $9,590 Blaster Launcher $144,000 Blaster Bomb $17,028 Small Launcher $120,000 Stun Bomb $15,200 Alien Grenade $14,850 Mind Probe $304,000
Here are item sets commonly found on aliens:
Total Value Plasma Pistol + 2 Plasma Pistol Clips $92,880 Plasma Rifle + 2 Plasma Rifle Clips + 1 Alien Grenade $153,930 Heavy Plasma + 2 Heavy Plasma Clips + 1 Alien Grenade $205,630 Small Launcher + 3 Stun Bombs $165,600 Blaster Launcher + 4 Blaster Bombs $212,112
You will only recover ammunition clips if they have not been used. Each time an alien fires a Heavy Plasma for the first time, its clip becomes unrecoverable, and $10k is lost. Bang goes an Alien Grenade? $15k up in smoke. In the CE edition (but not DOS), even full clips in alien guns are lost at the end of a mission. You can avoid this by unloading them first (see Known_Bugs#Disappearing_Ammo).
Every alien corpse you recover is worth $20,000. Terror units have built-in weapons and will never carry artefacts, although their corpses are worth $20,000 as well. Unconscious (i.e., live) aliens don't leave behind corpses and aren't worth any money, so don't stun everything in sight -- only stun what you need (see Research). Live aliens do produce a higher score, but only if you don't currently have that alien species+rank in containment.
In the tables below, the average value of each alien's armament is assumed to be about $180,000. The number of aliens found on each ship type varies; on higher difficulty settings, many more aliens will appear.
UFO Recovery Value Tables
Small Scout
- Total Aliens
- 1 (all difficulty levels)
Item | Sell Price | Quantity | Value |
---|---|---|---|
Alien Alloys | $6,500 | 1 | $6,500 |
Corpses | $20,000 | 1 | $20,000 |
Alien Armament | $180,000 | 1 | $180,000 |
Total | $206,500 |
Medium Scout
- Total Aliens
- Beg./Exp.: 3 - 6
- Vet./Gen.: 4 - 7
- Super.: 6 - 9
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 1 | $250,000 |
UFO Navigation | $80,000 | 2 | $160,000 |
Alien Alloys | $6,500 | 11 | $71,500 |
Elerium-115 | $5,000 | 50 | $250,000 |
Corpses | $20,000 | 3 - 9 | $60,000 - $180,000 |
Alien Armament | $180,000 | 3 - 9 | $540,000 - $1,620,000 |
Total | $1,331,500 - $2,531,500 |
Large Scout
- Total Aliens
- Beg./Exp.: 3 - 10
- Vet./Gen.: 4 - 11
- Super.: 6 - 13
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 1 | $250,000 |
UFO Navigation | $80,000 | 2 | $160,000 |
Alien Alloys | $6,500 | 35 | $227,500 |
Elerium-115 | $5,000 | 50 | $250,000 |
Corpses | $20,000 | 3 - 13 | $60,000 - $260,000 |
Alien Armament | $180,000 | 3 - 13 | $540,000 - $2,340,000 |
Total | $1,487,500 - $3,487,500 |
Abductor
- Total Aliens
- Beg./Exp.: 9 - 14
- Vet./Gen.: 11 - 16
- Super.: 13 - 18
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 2 | $500,000 |
UFO Navigation | $80,000 | 5 | $400,000 |
Examination Room | $9,000 | 4 | $36,000 |
Alien Alloys | $6,500 | 70 | $455,000 |
Elerium-115 | $5,000 | 100 | $500,000 |
Corpses | $20,000 | 9 - 18 | $180,000 - $360,000 |
Alien Armament | $180,000 | 9 - 18 | $1,620,000 - $3,240,000 |
Total | $3,691,000 - $5,491,000 |
Harvester
- Total Aliens
- Beg./Exp.: 10 - 15
- Vet./Gen.: 12 - 17
- Super.: 16 - 21
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 2 | $500,000 |
UFO Navigation | $80,000 | 10 | $800,000 |
Alien Food | $5,000 | 14 | $70,000 |
Alien Surgery | $38,000 | 8 | $304,000 |
Alien Alloys | $6,500 | 97 | $630,500 |
Elerium-115 | $5,000 | 100 | $500,000 |
Corpses | $20,000 | 10 - 21 | $200,000 - $420,000 |
Alien Armament | $180,000 | 10 - 21 | $1,800,000 - $3,780,000 |
Total | $4,804,500 - $7,004,500 |
Supply Ship
- Total Aliens
- Beg./Exp.: 9 - 15
- Vet./Gen.: 10 - 16
- Super.: 14 - 20
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 3 | $750,000 |
UFO Navigation | $80,000 | 4 | $320,000 |
Alien Food | $5,000 | 20 | $100,000 |
Alien Surgery | $38,000 | 2 | $76,000 |
Alien Alloys | $6,500 | 141 | $916,500 |
Elerium-115 | $5,000 | 150 | $750,000 |
Corpses | $20,000 | 9 - 20 | $180,000 - $400,000 |
Alien Armament | $180,000 | 9 - 20 | $1,620,000 - $3,600,000 |
Total | $4,712,000 - $6,912,000 |
Terror Ship
- Total Armed Aliens
- Beg./Exp.: 8 - 10
- Vet./Gen.: 9 - 11
- Super.: 12 - 14
- Total Terrorists
- Beg./Exp.: 2 - 6
- Vet./Gen.: 4 - 8
- Super.: 6 - 10
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 4 | $1,000,000 |
UFO Navigation | $80,000 | 8 | $640,000 |
Alien Entertainment | $20,000 | 8 | $160,000 |
Alien Alloys | $6,500 | 92 | $598,000 |
Elerium-115 | $5,000 | 200 | $1,000,000 |
Corpses | $20,000 | 10 - 24 | $200,000 - $480,000 |
Alien Armament | $180,000 | 8 - 14 | $1,440,000 - $2,520,000 |
Total | $5,038,000 - $6,398,000 |
Battleship
- Total Armed Aliens
- Beg./Exp.: 9 - 13
- Vet./Gen.: 12 - 16
- Super.: 18 - 22
- Total Terrorists
- Beg./Exp.: 0 - 2
- Vet./Gen.: 2 - 4
- Super.: 4 - 6
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source | $250,000 | 4 | $1,000,000 |
UFO Navigation | $80,000 | 4 | $320,000 |
Alien Entertainment | $20,000 | 24 | $480,000 |
Alien Alloys | $6,500 | 231 | $1,501,500 |
Elerium-115 | $5,000 | 200 | $1,000,000 |
Corpses | $20,000 | 9 - 28 | $180,000 - $560,000 |
Alien Armament | $180,000 | 9 - 22 | $1,620,000 - $3,960,000 |
Total | $6,101,500 - $8,821,500 |
Terror Missions
When a Terror Mission has begun, there is no ship to recover: the Terror Ship will disgorge its aliens upon some hapless city and take straight off into space. Alien corpses and their armament can still be recovered.
It is presumed that the same number (and type) of aliens present on a Terror Ship will appear during a terror mission.
- Total Armed Aliens
- Beg./Exp.: 8 - 10
- Vet./Gen.: 9 - 11
- Super.: 12 - 14
- Total Terrorists
- Beg./Exp.: 2 - 6
- Vet./Gen.: 4 - 8
- Super.: 6 - 10
Item | Sell Price | Quantity | Value |
---|---|---|---|
Corpses | $20,000 | 10 - 24 | $200,000 - $480,000 |
Alien Armament | $180,000 | 8 - 14 | $1,440,000 - $2,520,000 |
Total | $1,640,000 - $3,000,000 |
X-COM Base Defense
As with Terror Missions, there is no ship to recover during a Base Defense mission: only corpses and armament can be recovered.
It is presumed that the same number (and type) of aliens present on a Battleship will appear during a base invasion.
- Total Armed Aliens
- Beg./Exp.: 9 - 13
- Vet./Gen.: 12 - 16
- Super.: 18 - 22
- Total Terrorists
- Beg./Exp.: 0 - 2
- Vet./Gen.: 2 - 4
- Super.: 4 - 6
Item | Sell Price | Quantity | Value |
---|---|---|---|
Corpses | $20,000 | 9 - 28 | $180,000 - $560,000 |
Alien Armament | $180,000 | 9 - 22 | $1,620,000 - $3,960,000 |
Total | $1,800,000 - $4,520,000 |
Alien Base Assaults
The loot available from alien bases is quite variable. Each base is randomly assembled from several standard modules (see Alien Base Terrain), which contain Alien Entertainment, Alien Alloys, and sometimes UFO Power Sources (and Elerium-115).
In eight trials, the number of Alien Entertainments recovered from different bases ranged from 26 to 95, and averaged 55; Alloys ranged from 42 to 50, averaging 45; and Power Sources were only seen in two bases -- one with two Power Sources (and 50 Elerium), the other with four Power Sources (and 150 Elerium). The largest share of recovered value from an alien base is likely to be from alien armaments.
Based on the following figures, it seems that "milking" an alien base is less profitable overall (and probably more dangerous) than just waylaying its Supply Ships. Attacking but not destroying alien bases may still have some use for Experience Training.
- Total Armed Aliens
- Beg./Exp.: 11 - 15
- Vet./Gen.: 13 - 17
- Super.: 17 - 21
- Total Terrorists
- Beg./Exp.: 1 - 3
- Vet./Gen.: 3 - 5
- Super.: 5 - 7
Item | Sell Price | Quantity | Value |
---|---|---|---|
Alien Entertainment (average) | $20,000 | 55 | $1,100,000 |
Alien Alloys (average) | $6,500 | 45 | $292,500 |
Corpses | $20,000 | 12 - 28 | $240,000 - $560,000 |
Alien Armament | $180,000 | 11 - 21 | $1,980,000 - $3,780,000 |
Total | $3,612,500 - $5,732,500 |
Also, if any:
Item | Sell Price | Quantity | Value |
---|---|---|---|
UFO Power Source (per) | $250,000 | 1 | $250,000 |
Elerium-115 (per) | $5,000 | 50 | $250,000 |