Difference between revisions of "General Structure Mechanics (Game Mechanics)"
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== Related Tags == | == Related Tags == | ||
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||{{ProfessionTag|Architect|City}} | ||{{ProfessionTag|Architect|City}} | ||
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+ | <br><br> | ||
+ | = '''Maintenance, Redeeding, Condition & Repair Costs''' = | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | Structures have four important attributes in common between them. These are Maintenance, Redeed Costs, Condition Values, and Repair costs. | ||
+ | |||
+ | == Maintenance == | ||
+ | |||
+ | Maintenance is the credit value required for a structure to be operational. Maintenance is deducted from the credit pool on the structure at every hour even if the structure is unoccupied or not in active use. If the structure's pool gets to zero then the deductions begin to be made from the player's bank account. If the bank account reaches zero then the deductions are taken from the player's onhand cash until that to reaches zero. Should all of the above become exhausted then the structure starts to be come damaged. | ||
+ | |||
+ | == Condition == | ||
+ | |||
+ | Condition marks the total amount of hit points that a structure has before it is destroyed. Condition loss represents a point value that is subtracted from the structure object's total Hit Point count during a cycle period. Cycle periods vary in duration from 30 minutes for non city structures up to a week for city municipal structures. Whenever a structure's condition reaches zero, it will then be destroyed and removed from the world. Condition loss on structures is also affected by the remaining credits within the maintenance pool. For example if the hourly maintenance is 1000 credits and the condition loss for the structure per 30 minute cycle is 100 units then a structure with 500 credits remaining will suffer a condition loss of 50. | ||
+ | |||
+ | |||
+ | == Repair Costs == | ||
+ | |||
+ | Repair costs are inccured when a structure has no maintenance and its cycle period comes up. Each object has a set amount of credits that it takes to repair one unit of condition loss. Repair costs add cumulatively, and factor into the total maintenance cost when the owner goes to pay it off. The structure will be repaired to full condition once the repair cost requirement has been fulfilled. | ||
+ | |||
+ | |||
+ | == Re-deeding == | ||
+ | |||
+ | Redeeding is the process of reclaiming the original deed used to generate a particular structure. To redeed a structure a player must pay a fixed fee for the structure. This fee is based off of a simple calculation which is: | ||
+ | |||
+ | 50 x maintenance rate | ||
+ | |||
+ | where maintenance rate is the hourly rate at which the structure is currently charging. For example a structure with a maintenance rate of 90 will have a redeed cost of 4500 credits in which the player must have in order to reclaim the structure. This process is affected by the current maintenance pool and condition value on the structure. The structure will use any currently available maintenance in the pool to deduct the re-deed fee from. Structures that have any condition loss below 100% cannot have their deeds reclaimed until the structure's condition loss has been repaired. Additionally a structure cannot be re-deeded if the maintenance pool in the structure is insufficient to cover the cost of re-deeding it. Any structure that is re-deeded without paying the maintenance cost will be destroyed. | ||
+ | |||
+ | |||
+ | |||
+ | Re-deeding has some more special conditions when it comes to structures like factories and harvesters. Before you are allowed to re-deed a harvester or factory, several additional requirements must be met: | ||
+ | |||
+ | |||
+ | * The harvester or factory must be turned off. | ||
+ | * The output hoppers must be empty. | ||
+ | |||
+ | |||
+ | |||
+ | Surplus Maintenance and Power remains during a re-deed; if you examine the deed in your inventory, it will show the amount of maintenance and power in the harvester.<br> | ||
+ | |||
+ | <br> | ||
+ | |||
+ | == City Maintenance == | ||
− | |||
− | |||
− | |||
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+ | The process for city structures seems to be a bit different. If City Hall is destroyed, all civic structures and decorations are destroyed and the city is disbanded. A city should take four weeks to decay if no maintenance is paid. This means that each city municipal structure takes a 250 condition loss per week if the city has zero credits in its treasury. City Hall maintenance is always paid first. Whichever structure that is selected to be paid off next will have the remaining pool of credits used to pay for its maintenance. If the maintenance on the structure exceeds the credit pool then the condition loss suffered will be a factor of the proportion of condition loss in the decay event compared to the pool of remaining credits. For example if the maintenance cost for a large garden is 30,000 credits and only 10,000 credits are available then the condition loss is divided first into the total cost of the maintenance. This produces a value of 120 credits per each point of condition. 10,000 credits yields 83 condition. This means that the current credits are enough to reduce the condition loss on the garden by 83 which creates a total loss of 167. | ||
+ | If a city can't pay the full costs for mission terminals, skill trainers, or decorations then they are destroyed and the Mayor is notified. Decorations consist of fountains, statues and streetlamps. | ||
− | |||
− | + | City hall maintenance is determined by the city rank. Also, specializations will add to the rate for city hall maintenance. | |
− | + | == Structure Rates Chart == | |
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|1000 | |1000 | ||
− | | | + | |Yes |
|50 | |50 | ||
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|1000 | |1000 | ||
− | | | + | |Yes |
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|1000 | |1000 | ||
− | | | + | |Yes |
|25 | |25 | ||
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|1000 | |1000 | ||
− | | | + | |Yes |
|50 | |50 | ||
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|1000 | |1000 | ||
− | | | + | |Yes |
|75 | |75 | ||
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|} | |} | ||
+ | <br><br> | ||
− | + | = '''Power''' = | |
− | + | ||
− | + | ||
<br> | <br> | ||
<br> | <br> | ||
− | + | Factories and Harvesters require energy resources to operate. Attempting to use these structures without power will only cause them to shut down after turning them on. | |
− | + | == '''Power Consumption''' == | |
− | + | Power Consumption is the amount of power that is deducted from the power reserves available to a factory or harvester at every hour. Power is only consumed if the structure is in active use. | |
− | + | =='''Types of Energy'''== | |
− | A couple of notes about power- there are a number of items in the game with the word "fuel" in them, such as liquid petrochemical fuel, and solid petrochemical fuel. These are NOT used as power in | + | A couple of notes about power- there are a number of items in the game with the word "fuel" in them, such as liquid petrochemical fuel, and solid petrochemical fuel. These are NOT used as power in structures, although the wording in certain sections of documentation and descriptions might make you think so. Here are the types of power you can use for harvesters: |
− | + | * Solar (liquid) energy. | |
− | + | * Wind (liquid) energy. | |
− | + | * Radioactive energy. | |
− | The first two are harvested from solar and wind generators respectively. The energy is stored in liquid form in a canister-like object. The third is either harvested by a fusion generator or by a mineral mining installation set to mine radioactive mineral | + | The first two are harvested from solar and wind generators respectively. The energy is stored in liquid form in a canister-like object. The third is either harvested by a fusion generator or by a mineral mining installation set to mine radioactive mineral. |
+ | <br><br> | ||
+ | =='''Energy Calculations'''== | ||
− | + | Remember that the actual number of "units" of usable energy you have is affected by the PE (Potential Energy) rating of the energy you carry. The rule is, a PE rating of 500 or less on a given power resource equals exactly one unit of power. Anything above 500 and the amount of power you can get out of a resource is increased. | |
− | + | ||
For example If you have 1000 units of radioactive material with exactly 500 PE, you have 1000 units of power. If you have 1000 units of radioactive material with only 250 PE, you still have exactly 1000 units of power, as you can't go below one unit of power per unit of resource. If, however, you have 1000 units of radioactive material with 750 PE, you have 1500 units of power! | For example If you have 1000 units of radioactive material with exactly 500 PE, you have 1000 units of power. If you have 1000 units of radioactive material with only 250 PE, you still have exactly 1000 units of power, as you can't go below one unit of power per unit of resource. If, however, you have 1000 units of radioactive material with 750 PE, you have 1500 units of power! | ||
− | The formula works like this: For anything with a PE over 500, take that PE rating, divide it by 500, then multiply the result by the amount of the resource you have to figure out how much power you have. | + | The formula works like this: For anything with a PE over 500, take that PE rating, divide it by 500, then multiply the result by the amount of the resource you have to figure out how much power you have.<br><br> |
If PE is greater than 500- Formula: P = R * (PE/500) Where P=Amount of power and R=Amount of resource. | If PE is greater than 500- Formula: P = R * (PE/500) Where P=Amount of power and R=Amount of resource. | ||
− | If PE is 500 or lower- Formula: P=R | + | If PE is 500 or lower- Formula: P=R<br><br> |
+ | |||
+ | Examples: | ||
+ | 1000 units of PE 750 radioactive: 1000 * (750/500)= 1500 | ||
+ | |||
+ | 3200 units of PE 920 solar power: 3200 * (920/500)=5888 | ||
+ | |||
+ | 7200 units of PE 114 wind power: 7200. Note: PE is low, but you can't have fewer units of power than you do units of resource. | ||
+ | |||
− | |||
− | = | + | = '''Structure Access''' = |
Latest revision as of 10:22, 2 July 2009
Game Documentation - General Structure Mechanics
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Contents
Related Tags
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Maintenance, Redeeding, Condition & Repair Costs
Structures have four important attributes in common between them. These are Maintenance, Redeed Costs, Condition Values, and Repair costs.
Maintenance
Maintenance is the credit value required for a structure to be operational. Maintenance is deducted from the credit pool on the structure at every hour even if the structure is unoccupied or not in active use. If the structure's pool gets to zero then the deductions begin to be made from the player's bank account. If the bank account reaches zero then the deductions are taken from the player's onhand cash until that to reaches zero. Should all of the above become exhausted then the structure starts to be come damaged.
Condition
Condition marks the total amount of hit points that a structure has before it is destroyed. Condition loss represents a point value that is subtracted from the structure object's total Hit Point count during a cycle period. Cycle periods vary in duration from 30 minutes for non city structures up to a week for city municipal structures. Whenever a structure's condition reaches zero, it will then be destroyed and removed from the world. Condition loss on structures is also affected by the remaining credits within the maintenance pool. For example if the hourly maintenance is 1000 credits and the condition loss for the structure per 30 minute cycle is 100 units then a structure with 500 credits remaining will suffer a condition loss of 50.
Repair Costs
Repair costs are inccured when a structure has no maintenance and its cycle period comes up. Each object has a set amount of credits that it takes to repair one unit of condition loss. Repair costs add cumulatively, and factor into the total maintenance cost when the owner goes to pay it off. The structure will be repaired to full condition once the repair cost requirement has been fulfilled.
Re-deeding
Redeeding is the process of reclaiming the original deed used to generate a particular structure. To redeed a structure a player must pay a fixed fee for the structure. This fee is based off of a simple calculation which is:
50 x maintenance rate
where maintenance rate is the hourly rate at which the structure is currently charging. For example a structure with a maintenance rate of 90 will have a redeed cost of 4500 credits in which the player must have in order to reclaim the structure. This process is affected by the current maintenance pool and condition value on the structure. The structure will use any currently available maintenance in the pool to deduct the re-deed fee from. Structures that have any condition loss below 100% cannot have their deeds reclaimed until the structure's condition loss has been repaired. Additionally a structure cannot be re-deeded if the maintenance pool in the structure is insufficient to cover the cost of re-deeding it. Any structure that is re-deeded without paying the maintenance cost will be destroyed.
Re-deeding has some more special conditions when it comes to structures like factories and harvesters. Before you are allowed to re-deed a harvester or factory, several additional requirements must be met:
- The harvester or factory must be turned off.
- The output hoppers must be empty.
Surplus Maintenance and Power remains during a re-deed; if you examine the deed in your inventory, it will show the amount of maintenance and power in the harvester.
City Maintenance
The process for city structures seems to be a bit different. If City Hall is destroyed, all civic structures and decorations are destroyed and the city is disbanded. A city should take four weeks to decay if no maintenance is paid. This means that each city municipal structure takes a 250 condition loss per week if the city has zero credits in its treasury. City Hall maintenance is always paid first. Whichever structure that is selected to be paid off next will have the remaining pool of credits used to pay for its maintenance. If the maintenance on the structure exceeds the credit pool then the condition loss suffered will be a factor of the proportion of condition loss in the decay event compared to the pool of remaining credits. For example if the maintenance cost for a large garden is 30,000 credits and only 10,000 credits are available then the condition loss is divided first into the total cost of the maintenance. This produces a value of 120 credits per each point of condition. 10,000 credits yields 83 condition. This means that the current credits are enough to reduce the condition loss on the garden by 83 which creates a total loss of 167.
If a city can't pay the full costs for mission terminals, skill trainers, or decorations then they are destroyed and the Mayor is notified. Decorations consist of fountains, statues and streetlamps.
City hall maintenance is determined by the city rank. Also, specializations will add to the rate for city hall maintenance.
Structure Rates Chart
The break down for all structures are as follows:
Structure | Redeed Cost | Hourly Maintenance | Decay Rate per 30 min Cycle | Decay Rate per 1 week Cycle | Condition | Nameable | Power Costs | Placement Cost | Weekly maintenance | Repair Costs per condition |
Player House, Small | 800 | 16 | 3 | 4320 | Yes | 4 | ||||
Player House, Medium | 1700 | 34 | 4 | 5760 | Yes | 12 | ||||
Player House, Large | 2500 | 50 | 5 | 7200 | Yes | 21 | ||||
Factory | 2500 | 50 | 6 | 1000 | Yes | 50 | 50 | |||
Power Generator | 3000 | 60 | 6 | 1000 | Yes | 60 | ||||
Personnal Harvester | 1500 | 30 | 6 | 1000 | Yes | 25 | 30 | |||
Medium Harvester | 3000 | 60 | 6 | 1000 | Yes | 50 | 60 | |||
Heavy Harvester | 4500 | 90 | 6 | 1000 | Yes | 75 | 90 | |||
Guild Hall | 5000 | 100 | 5 | 7200 | Yes | 41 | ||||
Covert Detector | 1500 | 30 | 6 | 10000 | 10??? | |||||
Turret Block, Large | 3000 | 60 | 6 | 300000 | 60??? | |||||
Turret Block, Medium | 2000 | 40 | 6 | 200000 | 40??? | |||||
Turret Block, Small | 1000 | 20 | 6 | 75000 | 20??? | |||||
Turret Dish, Small | 1000 | 20 | 6 | 75000 | 20??? | |||||
Turret Dish, Large | 3000 | 60 | 6 | 300000 | 60??? | |||||
Turret Tower, Large | 3000 | 60 | 6 | 300000 | 60??? | |||||
Turret Tower, Medium | 2000 | 40 | 6 | 200000 | 40??? | |||||
Turret Tower, Small | 1000 | 20 | 6 | 75000 | 20??? | |||||
S.F Forward Headquarters | 5000 | 100 | 200 | 100000 | Yes | 82??? | ||||
S.F Field Hospital | 10000 | 200 | 200 | 100000 | Yes | 164??? | ||||
S.F Tactical Center | 15000 | 300 | 200 | 100000 | Yes | 328??? | ||||
S.F Detachment Headquarters | 20000 | 400 | 200 | 100000 | Yes | 656??? | ||||
S.F Strategic Base | 25000 | 500 | 200 | 100000 | Yes | 1312??? | ||||
Merchant Tent | 600 | 16 | 3 | 4320 | Yes | 4 | ||||
City Hall | Cant redeed | 0 | 250 | 1000 | Yes | City Rank Rate | 4??? | |||
Bank | 0 | 0 | 250 | 1000 | Yes | 1500 | 4??? | |||
Cantina | 2500 | 50 | 5 | 7200 | Yes | 4??? | ||||
Cloning Facility | 0 | 0 | 250 | 1000 | Yes | 20000 | 4??? | |||
Hospital | 2500 | 50 | 5 | 7200 | Yes | 4??? | ||||
Theater | 2500 | 50 | 5 | 7200 | Yes | 4??? | ||||
Shuttleport | 0 | 0 | 250 | 1000 | Yes | 25000 | 4??? | |||
Large Garden | 0 | 0 | 250 | 1000 | Yes | 30000 | 4??? | |||
Medium Garden | 0 | 0 | 250 | 1000 | Yes | 20000 | 4??? | |||
Small Garden | 0 | 0 | 250 | 1000 | Yes | 10000 | 4??? | |||
Garage | 0 | 0 | 250 | 1000 | 20000 | 4??? | ||||
Mission Terminal | Picked Up | Destroyed if no credits | 1000 | 1500 | ||||||
Fountain | Picked Up | Destroyed if no credits | 1000 | 1500 | ||||||
Trainer | Picked Up | Destroyed if no credits | 1000 | 1500 | ||||||
Streetlamp | Picked Up | Destroyed if no credits | 1000 | 1500 | ||||||
Statue | Picked Up | Destroyed if no credits | 1000 | 1500 |
Power
Factories and Harvesters require energy resources to operate. Attempting to use these structures without power will only cause them to shut down after turning them on.
Power Consumption
Power Consumption is the amount of power that is deducted from the power reserves available to a factory or harvester at every hour. Power is only consumed if the structure is in active use.
Types of Energy
A couple of notes about power- there are a number of items in the game with the word "fuel" in them, such as liquid petrochemical fuel, and solid petrochemical fuel. These are NOT used as power in structures, although the wording in certain sections of documentation and descriptions might make you think so. Here are the types of power you can use for harvesters:
- Solar (liquid) energy.
- Wind (liquid) energy.
- Radioactive energy.
The first two are harvested from solar and wind generators respectively. The energy is stored in liquid form in a canister-like object. The third is either harvested by a fusion generator or by a mineral mining installation set to mine radioactive mineral.
Energy Calculations
Remember that the actual number of "units" of usable energy you have is affected by the PE (Potential Energy) rating of the energy you carry. The rule is, a PE rating of 500 or less on a given power resource equals exactly one unit of power. Anything above 500 and the amount of power you can get out of a resource is increased.
For example If you have 1000 units of radioactive material with exactly 500 PE, you have 1000 units of power. If you have 1000 units of radioactive material with only 250 PE, you still have exactly 1000 units of power, as you can't go below one unit of power per unit of resource. If, however, you have 1000 units of radioactive material with 750 PE, you have 1500 units of power!
The formula works like this: For anything with a PE over 500, take that PE rating, divide it by 500, then multiply the result by the amount of the resource you have to figure out how much power you have.
If PE is greater than 500- Formula: P = R * (PE/500) Where P=Amount of power and R=Amount of resource.
If PE is 500 or lower- Formula: P=R
Examples: 1000 units of PE 750 radioactive: 1000 * (750/500)= 1500
3200 units of PE 920 solar power: 3200 * (920/500)=5888
7200 units of PE 114 wind power: 7200. Note: PE is low, but you can't have fewer units of power than you do units of resource.