Difference between revisions of "Factory Add Power (Game Mechanics)"

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Revision as of 09:35, 2 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

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 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. Power reserves can be observed in a structure by clicking on the structure, selecting the Structure Management radial menu and selecting the Status option. This will bring up an SUI window which lists the current reserves in the structure. Each type of structure has its own unique power requirements.

Types of Power

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 that can be used for harvesters & factories:

  • 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 Calculation

The actual number of "units" of usable energy a player has is affected by the PE (Potential Energy) rating of the energy they 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 that can be obtained from a type of 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.



Adding Power to Structures

Structures can be given power 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 Deposit Power option. Clicking Deposit Power will bring up a new SUI window allowing the player to input an amount of power for the structure. The amount of potential energy and number of units of energy resource based on the calculations above is what is displayed for available energy.

Alternatively a player my select on the structure and use the /addPower command while within visual range of the structure. Using the /addPower command without a parameter will bring up the Add Power sui prompt allowing the player to select the amount they wish to deposit. Adding an integer parameter to the /addPower command (ex. /addPower 1000 )will directly add that amount of power to the structure, if the player has power in their inventory or backpack.


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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