Difference between revisions of "Factory Add Maintenance (Game Mechanics)"
(→Adding Maintenance to Structures) |
(→Structure Rates Chart) |
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Line 130: | Line 130: | ||
|'''Weekly maintenance''' | |'''Weekly maintenance''' | ||
|'''Repair Costs per condition''' | |'''Repair Costs per condition''' | ||
+ | |'''Lots Taken''' | ||
|---- | |---- | ||
|Player House, Small | |Player House, Small | ||
Line 142: | Line 143: | ||
| | | | ||
|4 | |4 | ||
+ | |2 | ||
|---- | |---- | ||
|Player House, Medium | |Player House, Medium | ||
Line 154: | Line 156: | ||
| | | | ||
|12 | |12 | ||
+ | |2 | ||
|---- | |---- | ||
|Player House, Large | |Player House, Large | ||
Line 166: | Line 169: | ||
| | | | ||
|21 | |21 | ||
+ | |5 | ||
|---- | |---- | ||
|Factory | |Factory | ||
Line 178: | Line 182: | ||
| | | | ||
|50 | |50 | ||
+ | |1 | ||
|---- | |---- | ||
|Power Generator | |Power Generator | ||
Line 190: | Line 195: | ||
| | | | ||
|60 | |60 | ||
+ | |1 | ||
|---- | |---- | ||
|Personnal Harvester | |Personnal Harvester | ||
Line 202: | Line 208: | ||
| | | | ||
|30 | |30 | ||
+ | |1 | ||
|---- | |---- | ||
|Medium Harvester | |Medium Harvester | ||
Line 214: | Line 221: | ||
| | | | ||
|60 | |60 | ||
+ | |1 | ||
|---- | |---- | ||
|Heavy Harvester | |Heavy Harvester | ||
Line 226: | Line 234: | ||
| | | | ||
|90 | |90 | ||
+ | |1 | ||
|---- | |---- | ||
|Guild Hall | |Guild Hall | ||
Line 238: | Line 247: | ||
| | | | ||
|41 | |41 | ||
+ | |5 | ||
|---- | |---- | ||
|Covert Detector | |Covert Detector | ||
Line 250: | Line 260: | ||
| | | | ||
|10??? | |10??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Block, Large | |Turret Block, Large | ||
Line 262: | Line 273: | ||
| | | | ||
|60??? | |60??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Block, Medium | |Turret Block, Medium | ||
Line 274: | Line 286: | ||
| | | | ||
|40??? | |40??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Block, Small | |Turret Block, Small | ||
Line 286: | Line 299: | ||
| | | | ||
|20??? | |20??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Dish, Small | |Turret Dish, Small | ||
Line 298: | Line 312: | ||
| | | | ||
|20??? | |20??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Dish, Large | |Turret Dish, Large | ||
Line 310: | Line 325: | ||
| | | | ||
|60??? | |60??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Tower, Large | |Turret Tower, Large | ||
Line 322: | Line 338: | ||
| | | | ||
|60??? | |60??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Tower, Medium | |Turret Tower, Medium | ||
Line 334: | Line 351: | ||
| | | | ||
|40??? | |40??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Tower, Small | |Turret Tower, Small | ||
Line 346: | Line 364: | ||
| | | | ||
|20??? | |20??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Forward Headquarters | |S.F Forward Headquarters | ||
Line 358: | Line 377: | ||
| | | | ||
|82??? | |82??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Field Hospital | |S.F Field Hospital | ||
Line 370: | Line 390: | ||
| | | | ||
|164??? | |164??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Tactical Center | |S.F Tactical Center | ||
Line 382: | Line 403: | ||
| | | | ||
|328??? | |328??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Detachment Headquarters | |S.F Detachment Headquarters | ||
Line 394: | Line 416: | ||
| | | | ||
|656??? | |656??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Strategic Base | |S.F Strategic Base | ||
Line 406: | Line 429: | ||
| | | | ||
|1312??? | |1312??? | ||
+ | | | ||
|---- | |---- | ||
|Merchant Tent | |Merchant Tent | ||
Line 418: | Line 442: | ||
| | | | ||
|4 | |4 | ||
+ | |1 | ||
|---- | |---- | ||
|City Hall | |City Hall | ||
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|City Rank Rate | |City Rank Rate | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Bank | |Bank | ||
Line 442: | Line 468: | ||
|1500 | |1500 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Cantina | |Cantina | ||
Line 454: | Line 481: | ||
| | | | ||
|4??? | |4??? | ||
+ | |5 | ||
|---- | |---- | ||
|Cloning Facility | |Cloning Facility | ||
Line 466: | Line 494: | ||
|20000 | |20000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Hospital | |Hospital | ||
Line 478: | Line 507: | ||
| | | | ||
|4??? | |4??? | ||
+ | |3 | ||
|---- | |---- | ||
|Theater | |Theater | ||
Line 490: | Line 520: | ||
| | | | ||
|4??? | |4??? | ||
+ | |3 | ||
|---- | |---- | ||
|Shuttleport | |Shuttleport | ||
Line 502: | Line 533: | ||
|25000 | |25000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Large Garden | |Large Garden | ||
Line 514: | Line 546: | ||
|30000 | |30000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Medium Garden | |Medium Garden | ||
Line 526: | Line 559: | ||
|20000 | |20000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Small Garden | |Small Garden | ||
Line 538: | Line 572: | ||
|10000 | |10000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Garage | |Garage | ||
Line 550: | Line 585: | ||
|20000 | |20000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Mission Terminal | |Mission Terminal | ||
Line 561: | Line 597: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 573: | Line 610: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 585: | Line 623: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 597: | Line 636: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 609: | Line 649: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- |
Revision as of 15:46, 4 July 2009
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Game Mechanics - Mechanics Category
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
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Game MechanicsMaintenance 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.
Adding Maintenance to StructuresThe 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. Players can only send in values between 1 and 100,000. Effects on Maintenance RatesThere are several things that can affect maintenance rates on structures:
Merchant modifiers are the amount that the maintenance rate is reduced through having the merchant ability "Reduced maintenance fees." This only shows up when a structure has had maintenance paid into its pool by a player who has this ability. This ability reduces maintenance rates on structures by 20% of their current value. The modified rate is shown to the left with the original unmodified rate displayed on the right in parenthesis. Maintenance NotificationsAs a structure runs out of maintenance or becomes damage, the player is given notification of the status of their structure through e-mails. Types of e-mails sent are:
Once the player runs out of money in their bank, the system then sends an e-mail notification informing the player of the condition of the structure's hitpoints. The structure will lose a certain amount of its hitpoints at each maintenance update and the player receives a notification of this every 24 hours. As of Publish 12, Once a structure reaches 0 condition (hitpoints), it will flag itself as condemned and the player receives a Condemned Notification. Condemned structures are not usable, meaning all functions on the structure become inoperable until the player has enough money to pay for the condemned value. To uncondemn a factory, the player must use it(through any interaction such as paying maintenance/power/opening ingredient hopper etc) with enough money in the bank to pay the accrued repair costs. Structure Rates ChartThe break down for all structures are as follows:
Source References
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