Factory Add Maintenance (Game Mechanics)

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Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

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. Maintenance is important to structures due to its affect on their condition values.

Condition marks the total amount of hit points (damage) 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. Condition loss can be reversed through the structure repair process.


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.



Adding Maintenance to Structures

The Maintenance Pool of a structure can be viewed by the structure (or the Structure Management Terminal), selecting the Structure Management radial menu and selecting the Status option. This will bring up an SUI window which lists the current credits deposited as maintenance in the structure. Each type of structure has its own unique credit requirements. Maintenance pools listed under the status window indicate the length of time that the structure can continue existing in the game world with its current maintenance stockpile before condition loss begins to set in.


Structures can be given maintenance by clicking on them to bring up the radial menu, and then clicking the Structure Management radial option. On the Structure management radial, the player must click the Pay Maintenance option. Clicking Pay Maintenance will bring up a new SUI window allowing the player to input an amount of credits for the structure. The amount of credits available is based on the amount of credits in the player's bank and onhand cash.

Alternatively a player my select on the structure and use the /payMaintenance command while within visual range of the structure. Using the /payMaintenanc command without a parameter will bring up the Pay Maintenance sui prompt allowing the player to select the amount they wish to deposit. Adding an integer parameter to the /payMaintenanc command (ex. /payMaintenanc 1000 )will directly add that amount of credits to the structure maintenance pool if the player has that amount of credits in their onhand cash or bank account. Cash is always deducted from the player's bank account first.



Structure Stats

Structure Power Requirements

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 Lot Costs
Player House, Small 800 16 3 4320 Yes 4 2
Player House, Medium 1700 34 4 5760 Yes 12 2
Player House, Large 2500 50 5 7200 Yes 21 5
Factory 2500 50 6 1000 50 50 1
Power Generator 3000 60 6 1000 60 1
Personnal Harvester 1500 30 6 1000 25 30 1
Medium Harvester 3000 60 6 1000 50 60 1
Heavy Harvester 4500 90 6 1000 75 90 1
Guild Hall 5000 100 5 7200 Yes 41 5
Covert Detector 1500 30 6 10000 10??? 0
Turret Block, Large 3000 60 6 300000 60??? 0
Turret Block, Medium 2000 40 6 200000 40??? 0
Turret Block, Small 1000 20 6 75000 20??? 0
Turret Dish, Small 1000 20 6 75000 20??? 0
Turret Dish, Large 3000 60 6 300000 60??? 0
Turret Tower, Large 3000 60 6 300000 60??? 0
Turret Tower, Medium 2000 40 6 200000 40??? 0
Turret Tower, Small 1000 20 6 75000 20??? 0
S.F Forward Headquarters 5000 100 200 100000 Yes 82??? 0
S.F Field Hospital 10000 200 200 100000 Yes 164??? 0
S.F Tactical Center 15000 300 200 100000 Yes 328??? 0
S.F Detachment Headquarters 20000 400 200 100000 Yes 656??? 0
S.F Strategic Base 25000 500 200 100000 Yes 1312??? 0
Merchant Tent 600 16 3 4320 Yes 4 1
City Hall Cant redeed 0 250 1000 Yes City Rank Rate 4??? 0
Bank 0 0 250 1000 Yes 1500 4??? 0
Cantina 2500 50 5 7200 Yes 4??? 5
Cloning Facility 0 0 250 1000 Yes 20000 4??? 0
Hospital 2500 50 5 7200 Yes 4??? 3
Theater 2500 50 5 7200 Yes 4??? 3
Shuttleport 0 0 250 1000 Yes 25000 4??? 0
Large Garden 0 0 250 1000 Yes 30000 4??? 0
Medium Garden 0 0 250 1000 Yes 20000 4??? 0
Small Garden 0 0 250 1000 Yes 10000 4??? 0
Garage 0 0 250 1000 20000 4??? 0
Mission Terminal Picked Up Destroyed if no credits 1000 1500 0
Fountain Picked Up Destroyed if no credits 1000 1500 0
Trainer Picked Up Destroyed if no credits 1000 1500 0
Streetlamp Picked Up Destroyed if no credits 1000 1500 0
Statue Picked Up Destroyed if no credits 1000 1500 0

Source References

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