Difference between revisions of "Game Mechanics"
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− | The population of a planet directly effects the number of missions generated, and the | + | The population of a planet directly effects the number of missions generated, and the target quantities of goods in the marketplace. |
== The Marketplace == | == The Marketplace == |
Revision as of 15:52, 26 March 2010
Contents
Planets
Planets are the most significant structure in the game. It's where you start, and respawn after a death, buy, sell and repair ships and equipment, take missions, and perform a number of other functions, such as hacking trade logs.
Planets consume resources in large quantities compared to player-buildings, and in a suitably well designed economy can take the place of many buildings, and provide food and water for an economy to produce more valuable goods, which can then be sold back to planets for further cash.
Planets will produce twice a day, 12 hours apart, at approximately 03:40 and 15:40 GMT. During this time, the current stock of resources will be calculated, and the upkeep factor (UF) will determine the planet growth. UF is displayed prominently at the bottom of the marketplace trade screen. UF >= 1 will result in population increase, UF<1 will result in population decrease. This population growth is further constrained by upper and lower limits based on the planet type. Various planet types have different pre-set population limits, so while some may be very profitable to operate at lower populations, other planet types may be able to achieve a much higher population (and hence greater total production) and therefore achieve greater total profits when supplied by a larger network of players.
Inter-planet trade is meant to be a feasible option in Fleet. Planet goods production depends on the UF. All goods produced are pro-rated linearly by the UF, with a maximum production per tick reached at UF>=1. The quantity of goods that would be produced and consumed (or neither) at UF=1 is prominently displayed in the marketplace trade-screen as the "Target Qty" column. Values preceded with a "+" indicate that the planet will produce the indicated quantity of resources if the UF is >= 1. Values preceded with a "-" indicate that the planet will consume the indicated quantity of resources, provided at least that many are available during the planet tick. Values preceded with a "=" indicate that the planet will neither consume nor produce this resource, but it may be stored.
All resources produced on a planet will only increase in quantity until they reach 20x the production/tick value. Surplus production is lost as oversupply.
The population of a planet directly effects the number of missions generated, and the target quantities of goods in the marketplace.
The Marketplace
Commodity | Base Price | Nominal1 |
---|---|---|
Light Ore | 500 | 800 |
Heavy Ore | 3,500 | 400 |
Precious Ore | 2,750 | 100 |
Light Metal | 3,000 | 500 |
Ferrous Metal | 9,000 | 200 |
Heavy Metal | 26,000 | 100 |
Precious Metal | 85,000 | 20 |
Food Rations | 750 | 750 |
Fresh Food | 1,750 | 250 |
Luxury Food | 4,500 | 50 |
Water | 300 | 2,500 |
Anti-Matter | 2,000 | 1,000 |
Coronal Gas | 450 | 1,500 |
Nebula Gas | 1,100 | 600 |
Hydrogen Gas | 300 | 2,000 |
Raw Carbon | 1,800 | 200 |
Carbon Hex | 24,000 | 40 |
Nanobots | 15,000 | 30 |
Shield Cells | 6,000 | 50 |
Polymer | 2,000 | 60 |
1. Nominal is the amount of goods that will be consumed/produced by a one million pop Class-M planet. Other planet classes will produce/consume difference quantities.
Prices for Each Item are determined by...
//insert general formula and b_0 prices
For Example to find the new Buy From and Sell To Prices on the planet for ore after buying 1 Light Ore has been bought...
//Example
Combat
Combat Basics
Some opponents have the capability to block your movement. If you run into such an opponent, you will have two options to proceed:
- 1. Retreat (with a chance that the opponent with attack you)
- 2. Defeat the opponent
NPC opponents may ambush you when you move into their space. Each individual NPC opponent may or may not ambush, based on its specific settings.
Player opponents may ambush for opponents based on their policy list. Foes will automatically be attacked for the set number of rounds. An Ambush Computer is required in order to set ambushes. An Ambush teleporter is required in order to use a retreat-location with an ambush, that will automatically teleport the attacker to any location within the same sector. A cloaking device is required in order to attempt to cloak at your retreat-location.
Defeating an opponent will cause all of their cargo to be dropped into a container at the location they were killed. Any player can retrieve the goods from these containers. Containers automatically disappear when they are empty.
NPC opponents will respawn with varying degrees of skills, and their XP value will correlate with their skill value. Higher skilled opponents are generally worth more XP.
Advanced Combat
In Fleet, you have the opportunity to use 'group combat'. This mechanism allows you to defend other players ships and buildings provided that you are at the same tile location as the object you wish to defend and protect.
In group combat, an attacker will simultaneously attack all defenders. It is not possible to attack as a group, however the rules for how defenders can protect each other is simple:
- Your ship, and building will automatically defend any other ship or building that meets all of these conditions:
- On the same tile
- A member of the same Alliance or Faction
- Not under newbie protection
NPCs can also perform group combat, however NPCs will only defend other NPCs within the same family. For example, a Master Pirate will defend a Rogue Pirate (and vice versa) in group combat, provided that they are at the same location.
Action Point Cost
Rounds | AP Cost |
---|---|
1 | 120 |
2 | 237 |
3 | 351 |
4 | 462 |
5 | 570 |
6 | 675 |
7 | 777 |
8 | 876 |
9 | 972 |
10 | 1065 |
11 | 1155 |
12 | 1242 |
13 | 1326 |
14 | 1407 |
15 | 1485 |
16 | 1560 |
17 | 1632 |
18 | 1701 |
19 | 1767 |
20 | 1830 |
Building combat always costs 1000 AP per round
Building Production/Consumption
Buildings produce twice per day. The time until next tick can be found under "set prices" in your building, remotely accessed from anywhere by clicking your name at the top left and then clicking a building.
Production increases by 10% per level.
Consumption increases by 9% per level.
The formulas are as follows (assuming level is the current production level of the building and n is the amount of commodities required/produced at level 1).
Production = n * (1.1level - 1)
Consumption = n * (1.09level - 1)
Goods are produced in fractional quantities, but you can only trade with buildings in whole unit values.
Building Upgrade Costs
Capacity
Assuming cap is current capacity of the building.
floor(cap / 10 - 9) Light Metal
max(0, floor(cap / 20 - 9)) Ferrous Metal (Starting at 200 capacity)
max(0, floor(cap / 50 - 9)) Heavy Metal (Starting at 500 capacity)
max(0, floor(cap / 100 - 9)) Precious Metal (Starting at 1,000 capacity)
Production
Assuming level is the current production of the building.
10 + floor(level1.75) Light Metal
2 + floor(level1.5) Ferrous Metal
1 + floor(level1.25) Heavy Metal
floor(level / 2) Precious Metal (Starting at production 2)
floor(5.5 * level) Anti-Matter
Modules
Assuming modules is the current module slots of the building.
8 + floor(modules1.5) Ferrous Metal
4 + floor(modules1.25) Heavy Metal
1 + floor(n / 2) Precious Metal
Factions
Benefits
- Factions offer 8 different specialties (Guns | Turrets | Ammo | Missiles | Engines | Specials | Shields | Ships).
- Factions may choose only 2 specialties.
- Factions can upgrade or unlock items only within their chosen specialties.
- Unlocked or upgraded items are available to all faction members with sufficient rank.
- Factions earn a bonus of 10% of all Influence that it's members complete in Faction Missions.
- Factions earn a 10% credit bonus for the reward of all faction missions that its members complete. This bonus is deposited instantly and silently into the Faction Funds upon completion of faction missions.
- The total amount of influence and credits that each member has individually contributed can viewed on the faction member details page (provided that the faction leader has given permissions to this page).
- The total amount of influence and credits that each member has individually contributed can viewed on the faction member details page (provided that the faction leader has given permissions to this page).
- There are reputation consequences for killing a Faction member. Killing another player in self defense (with your ship on the right side of the combat) will never have a reputation consequence, but willfully killing another player who is also a faction member will cause your reputation for the victims faction to be decreased based on the victims rank.
- The current 8 Faction Specialties provide for 28 possible permutations of faction specialization.
Mechanics
- The leader of a faction must select 2 specialties for their faction before they can convert earned Influence into Faction Upgrade Points.
- All members of a faction will have their faction influence bonus automatically contributed to the faction influence pool.
- Faction Upgrade points will cost different amounts of faction influence (available only from the faction influence pool), based on the factors (multipliers) of the selected specialties for that faction.
- Example: Combining Guns (1.5x) and Ships (1.5x) specialties will result in a 2.25x increase in the influence cost to purchase 1 Faction Upgrade Point.
- Each Faction Upgrade Point costs more Influence points then the previous point (increasing cost per point).
- Faction upgrade points can be used to unlock equipment, and to upgrade equipment.
- Unlocking faction specialty equipment (available only to faction members with the chosen specialty) without upgrading it costs 1 FUP, and leaves the rank requirements unchanged from that of the base device.
- The base cost to unlock or upgrade an item is 1 FUP.
- A Level 1 Upgrade (+/-10% to any attribute) costs 1 FUP, and adds a +5 Ranks requirement to the ship or equipment.
- A Level 2 Upgrade (+/-20% to any attribute) costs 2 FUP, and adds a +10 Ranks requirement to the ship or equipment.
- A Level 3 Upgrade (+/-30% to any attribute) costs 3 FUP, and adds a +15 Ranks requirement to the ship or equipment.
- For any upgrade, you can select a maximum of ONE of each type level upgrade for any combination of attributes, for a total cost of 7 FUP, resulting in a cumulative change of +/-10%, +/-20%, +/-30% to these selected attribute(s), and +30 to the rank requirement for the ship or equipment.
- Any equipment upgrade that is a +% increase in stats will add the same +% to the equipment space, mass and price. -% upgrades do not increase the space or mass, but do cause the price to be increased by a corresponding amount.
- Any ship upgrade % change in stats will add the same % to the price.
- Multiple upgrades on a single stat are allowed (ex: applying each of +10%, +20% and +30% to base Phase Drive speed 90, results in speed 144.
- Upgrades can only be applied to original non-upgraded equipment. Upgrading previously upgraded equipment is not possible.
- All players can view any factions available upgraded equipment or ships at ONLY that specific factions controlled planets.
- Upgraded equipment is permanent and can not be undone.
Control and the FAB
- Factions can take control of a planet by building a Faction Administration Building (FAB) from the 'Planet Buildings' menu. Once per week (Early morning Monday GMT time) all planets will change their faction alignment to the same as that of the FAB above the planet, or they will revert to neutral if no FAB is present.
- In order to supplant the control of a different faction over a planet, you must destroy the current FAB, and your faction leader (or a member with FAB control permissions) must build a replacement.
- Factions may currently own a maximum of 5 FABs (this will be dependent on the number of planets in the universe in the future).
- Constructing a FAB currently costs no resources or AP, but they come with no defenses, and consume no resources (at this time).
Missions
Benefits
- Missions provide players with:
- Credits
- Influence
- General Influence is required in order to (manually) advance in your distinction (neutral rank).
- Faction Influence is required in order to (manually) advance your Faction Rank.
- To calculate the needed influence to obtain the next rank and assuming n is your current rank/distinction: n4 + 10
- Missions provide Factions with:
- Credits
- Influence
- Factions can use their Influence to obtain Faction Upgrade Points. These can be used for upgrades (see above)
- Faction missions don't go away until after they expire naturally. Takes about 24 hours for it to happen
Types
- Kill NPC @ Sector - Coordinates
- The mission prize is awarded upon completion of killing the NPC at the target coordinates.
- You must kill the NPC in order to reiceve the payout and influence.
- If the NPC dies before you can kill it, the deposit is not refunded, but there is no other penalty
- Kill [X] NPCs of a certain type
- Any NPC's of the appropriate type qualify towards this goal. Reaching the designated quantity before time runs out will result in the awarding of the prize.
- Deliver a package to a destination
- Package size (in m3) is the controlling factor the for influence reward for these missions. The greater the volume of packages, the greater the influence reward.
- Package mass (in t) varies randomly. The density of package missions varies between 1 t/m3 and 4 t/m3.
- Package mission destinations are chosen randomly from all possible planets in the same cluster as the origin of the mission. Package missions will never have the same planet as the destination.
- Packages can be transferred to another player, who can then complete the mission for the original mission acceptor, however the player who completes the mission will receive the influence, reputation, deposit, and reward.
Messaging
"SHOCK HORROR! THERE'S NO REPLY BUTTON!!
What to do!! I'd recommend first raising your fist to the sky and shouting phrases such as 'I WANT TO EAT SOMETHING BAD FOR MY HEALTH!' in a deep voice - just for laughs. Otherwise, you can just click on the link which is the person's name (the person being the person who sent the message. So if the message was from 'Bill,' just click on his name next to the bit in the message where it says 'from.')
"LACKADAY! I CAN'T SEE THE SEND BUTTON!!
Either something's not quite right with your browser or you SERIOUSLY need to check your eyesight... Either way, you can also use the hotkey(s) ctrl+alt+S to send it instead ;P
"QU'EST CE LA HECK? WHAT THE HECK ARE YOU ON ABOUT?"
Messages are a form of private communication between players. Unhappy over not receiving any? Get some friends :D You can also communicate to players in 'chat.' It's all found under 'comms' - you can't miss it!
Homeworlds
The planet's population must be at least 250k for you to set it as your home. You HAVE to belong to the planet's faction in order for you to set your planet there...
That's life.