Difference between revisions of "Game Mechanics"

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== Factions ==
 
== Factions ==
 
=== Benefits ===
 
=== Benefits ===
* Factions offer 8 different specialties (Guns | Turrets | Ammo | Missiles | Engines | Specials | Shields | Ships) which the faction can select to upgrade or unlock items within their chosen specialty.<br>
+
* 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.
 
* Factions earn a bonus of 10% of all Influence that it's members complete in Faction Missions.<br>
 
* Factions earn a bonus of 10% of all Influence that it's members complete in Faction Missions.<br>
 
* Factions earn a 10% bonus for the reward of all faction missions that its members complete.  This bonus is deposited automatically and silently into the Faction Funds.<br>
 
* Factions earn a 10% bonus for the reward of all faction missions that its members complete.  This bonus is deposited automatically and silently into the Faction Funds.<br>

Revision as of 15:09, 17 November 2009

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
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


1. Nominal is the amount of goods that will be on a planet with one million population if the delta is 1.


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 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

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)

Building Upgrade Costs

Capacity

Assuming cap is current capacity of the building.

floor(cap / 10 - 9) Light Metal
floor(cap / 20 - 9) Ferrous Metal (Starting at 200 capacity)
floor(cap / 50 - 9) Heavy Metal (Starting at 500 capacity)
? Precious Metal (Starting at ? 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.

? Ferrous Metal
? Heavy Metal
? 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.
  • Factions earn a bonus of 10% of all Influence that it's members complete in Faction Missions.
  • Factions earn a 10% bonus for the reward of all faction missions that its members complete. This bonus is deposited automatically and silently into the Faction Funds.
  • 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 56 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.
  • Faction Upgrade points will cost different amounts, based on the factors (multipliers) of the selected specialties.
  • The amount of influence and credits that each member individually has contributed can viewed on the faction member details page (provided that the faction leader has given the member access).
  • 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.
  • To unlock equipment, without upgrading it costs 1 FUP.
  • A Level 1 Upgrade (+/-10% to any attribute) costs a total of 2 FUP, and adds a +5 Ranks requirement to the ship or equipment.
  • A Level 2 Upgrade (+/-20% to any attribute) costs a total of 3 FUP, and adds a +10 Ranks requirement to the ship or equipment.
  • A Level 3 Upgrade (+/-30% to any attribute) costs a total of 4 FUP, and adds a +15 Ranks requirement to the ship or equipment.
  • For any single upgrade, you can select a maximum of three upgrades for any combination of attributes, which costs a total of 7 FUP, and adds +/-10%, +/-20%, +/-30% to selected attributes, 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.

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 immediately on 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).