Difference between revisions of "Factory Add Maintenance (Game Mechanics)"
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− | 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. | + | |
+ | 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. Should the bank account reach zero as well 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. | 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. | ||
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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. | 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 == | ||
+ | Maintenance can be paid to a structure through 3 ways: | ||
+ | |||
+ | * Using the /payMaintenance Command | ||
+ | * Using the pay maintenance SUI window | ||
+ | * Using Maintenance Droid | ||
− | |||
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Structures can be given maintenance by clicking on them to bring up the radial menu, and then clicking the [[media:FactoryPower1.jpg|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 [[media:FactoryMaintenance1.jpg|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. | Structures can be given maintenance by clicking on them to bring up the radial menu, and then clicking the [[media:FactoryPower1.jpg|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 [[media:FactoryMaintenance1.jpg|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. | + | 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. |
+ | |||
+ | |||
+ | |||
+ | A player may also opt to use a maintenance droid. For more information about maintenance droid usage see: [[Droid Structure Maintenance Module Usage (Game Mechanics)|Droid Structure Maintenance Module Usage]] | ||
+ | |||
+ | == Effects on Maintenance Rates == | ||
+ | |||
+ | There are several things that can affect maintenance rates on structures: | ||
+ | |||
+ | * [[media:GCW-Tactical-CenterMaintenance.jpg|Property Tax]] | ||
+ | * [[media:StructureStatus2.jpg|Merchant Modifiers]] | ||
+ | |||
+ | |||
+ | Property tax is a percentage that gets added to the regular maintenance of a structure inside a Player City limits. For example, a structure that costs 100 credits per hour to maintain that was located in a Player City with a 10% Property Tax the structure terminal would indicate that it costs 110 credits per hour and remove from the maintenance pool accordingly. This applies to any structure, not just houses. | ||
+ | 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 Notifications == | == Maintenance Notifications == | ||
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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. | 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 | + | 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 Chart == | == Structure Rates Chart == | ||
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|'''Weekly maintenance''' | |'''Weekly maintenance''' | ||
|'''Repair Costs per condition''' | |'''Repair Costs per condition''' | ||
+ | |'''Lots Taken''' | ||
|---- | |---- | ||
|Player House, Small | |Player House, Small | ||
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| | | | ||
|4 | |4 | ||
+ | |2 | ||
|---- | |---- | ||
|Player House, Medium | |Player House, Medium | ||
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| | | | ||
|12 | |12 | ||
+ | |2 | ||
|---- | |---- | ||
|Player House, Large | |Player House, Large | ||
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| | | | ||
|21 | |21 | ||
+ | |5 | ||
|---- | |---- | ||
|Factory | |Factory | ||
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| | | | ||
|50 | |50 | ||
+ | |1 | ||
|---- | |---- | ||
|Power Generator | |Power Generator | ||
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| | | | ||
|60 | |60 | ||
+ | |1 | ||
|---- | |---- | ||
|Personnal Harvester | |Personnal Harvester | ||
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| | | | ||
|30 | |30 | ||
+ | |1 | ||
|---- | |---- | ||
|Medium Harvester | |Medium Harvester | ||
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| | | | ||
|60 | |60 | ||
+ | |1 | ||
|---- | |---- | ||
|Heavy Harvester | |Heavy Harvester | ||
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| | | | ||
|90 | |90 | ||
+ | |1 | ||
|---- | |---- | ||
|Guild Hall | |Guild Hall | ||
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| | | | ||
|41 | |41 | ||
+ | |5 | ||
|---- | |---- | ||
|Covert Detector | |Covert Detector | ||
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| | | | ||
|10??? | |10??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Block, Large | |Turret Block, Large | ||
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| | | | ||
|60??? | |60??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Block, Medium | |Turret Block, Medium | ||
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| | | | ||
|40??? | |40??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Block, Small | |Turret Block, Small | ||
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| | | | ||
|20??? | |20??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Dish, Small | |Turret Dish, Small | ||
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| | | | ||
|20??? | |20??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Dish, Large | |Turret Dish, Large | ||
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| | | | ||
|60??? | |60??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Tower, Large | |Turret Tower, Large | ||
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| | | | ||
|60??? | |60??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Tower, Medium | |Turret Tower, Medium | ||
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| | | | ||
|40??? | |40??? | ||
+ | | | ||
|---- | |---- | ||
|Turret Tower, Small | |Turret Tower, Small | ||
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| | | | ||
|20??? | |20??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Forward Headquarters | |S.F Forward Headquarters | ||
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| | | | ||
|82??? | |82??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Field Hospital | |S.F Field Hospital | ||
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| | | | ||
|164??? | |164??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Tactical Center | |S.F Tactical Center | ||
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| | | | ||
|328??? | |328??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Detachment Headquarters | |S.F Detachment Headquarters | ||
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| | | | ||
|656??? | |656??? | ||
+ | | | ||
|---- | |---- | ||
|S.F Strategic Base | |S.F Strategic Base | ||
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| | | | ||
|1312??? | |1312??? | ||
+ | | | ||
|---- | |---- | ||
|Merchant Tent | |Merchant Tent | ||
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| | | | ||
|4 | |4 | ||
+ | |1 | ||
|---- | |---- | ||
|City Hall | |City Hall | ||
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|City Rank Rate | |City Rank Rate | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Bank | |Bank | ||
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|1500 | |1500 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Cantina | |Cantina | ||
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| | | | ||
|4??? | |4??? | ||
+ | |5 | ||
|---- | |---- | ||
|Cloning Facility | |Cloning Facility | ||
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|20000 | |20000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Hospital | |Hospital | ||
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| | | | ||
|4??? | |4??? | ||
+ | |3 | ||
|---- | |---- | ||
|Theater | |Theater | ||
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| | | | ||
|4??? | |4??? | ||
+ | |3 | ||
|---- | |---- | ||
|Shuttleport | |Shuttleport | ||
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|25000 | |25000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Large Garden | |Large Garden | ||
Line 503: | Line 556: | ||
|30000 | |30000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Medium Garden | |Medium Garden | ||
Line 515: | Line 569: | ||
|20000 | |20000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Small Garden | |Small Garden | ||
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|10000 | |10000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Garage | |Garage | ||
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|20000 | |20000 | ||
|4??? | |4??? | ||
+ | | | ||
|---- | |---- | ||
|Mission Terminal | |Mission Terminal | ||
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|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 562: | Line 620: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 574: | Line 633: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 586: | Line 646: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- | ||
Line 598: | Line 659: | ||
|1000 | |1000 | ||
|1500 | |1500 | ||
+ | | | ||
| | | | ||
|---- | |---- |
Latest revision as of 19:40, 4 July 2009
This article or section needs proper wiki formatting. |
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. Should the bank account reach zero as well 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 StructuresMaintenance can be paid to a structure through 3 ways:
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. Players can only send in values between 1 and 100,000.
A player may also opt to use a maintenance droid. For more information about maintenance droid usage see: Droid Structure Maintenance Module Usage 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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