Difference between revisions of "House Redeeding (Game Mechanics)"

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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:
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Re-deeding has some more special conditions when it comes to buildings. Before you are allowed to re-deed a building, several additional requirements must be met:
  
  
* The harvester or factory must be turned off.
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* The building must not have any items inside.
* The input & output hoppers must be empty.
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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>
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Surplus Maintenance remains during a re-deed; if you examine the deed in your inventory, it will show the amount of maintenance left in the structure.<br>
  
 
== Re-deeding ==
 
== Re-deeding ==

Revision as of 09:52, 5 July 2009




Game Mechanics - Mechanics Category

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25% This document has been partially completed.

Mechanics This document is about game mechanics.

Game Mechanics

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. Furthermore the player re-deeding the structure must be the structure lot owner.


Re-deeding has some more special conditions when it comes to buildings. Before you are allowed to re-deed a building, several additional requirements must be met:


  • The building must not have any items inside.



Surplus Maintenance remains during a re-deed; if you examine the deed in your inventory, it will show the amount of maintenance left in the structure.

Re-deeding

To initiate the re-deeding process the player must click on the Structure Management radial menu and select the Destroy Structure radial option. Once clicked, one of two new Sui Windows will pop up informing the player of whether or not they can redeed the structure. One of the types of windows the player may see is shown if they do not have enough credits that are needed to re-deed the structure. If the player receives this notification and continues with the re-deeding process, then they will simply destroy the structure and will not reclaim the deed. The second type of window a player may see displayed, is shown when they have sufficient credits to support the re-deeding process and can proceed with reclaiming the deed.

After players move past the confirmation window phase of the process, they are then presented with another SUI prompt which requires them to enter a random 6 digit code into an input window. Entering this randomly generated code correctly and pressing the OK button will then remove the structure from the game world and the player will collect their deed (or simply destroy the structure if they didn't have sufficient credits in the maintenance pool).


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 Lots Taken
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 Yes 50 50 1
Power Generator 3000 60 6 1000 Yes 60 1
Personnal Harvester 1500 30 6 1000 Yes 25 30 1
Medium Harvester 3000 60 6 1000 Yes 50 60 1
Heavy Harvester 4500 90 6 1000 Yes 75 90 1
Guild Hall 5000 100 5 7200 Yes 41 5
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 1
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??? 5
Cloning Facility 0 0 250 1000 Yes 20000 4???
Hospital 2500 50 5 7200 Yes 4??? 3
Theater 2500 50 5 7200 Yes 4??? 3
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



Source References

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