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Facilities are man-made structures located on planets. If you want to build a facility you must first build a clean slab on that planetary square. Lava cannot have a clean slab, and therefore facilities, placed on it.
If you want to build a hidden slab, you will have to pay twice the amount of credits.
When you move around a facility, it is as if you are in the hallways of a base or the streets of a city. You may then enter the structure that you are standing in front of. The Manager of a Facility can allow/disallow people access to the facility. The current options are to let:
Most facilities require some amount of energy to keep them running. To ensure that your facilities continue to operate and make an income, you must ensure that they are powered by a Power Generator.
One of three conditions must be met in order for you to be allowed to build facilities in any given city:
The number of facilities you can build in a city is only limited to the number of grid squares inside that city. Each grid square is large enough to hold one 1 x 1 facility. Larger facilities will need the equivalent number of grid squares according to their size (e.g. a 3 x 3 facility will need 3 x 3 = 9 grid squares). Each facility needs to be surrounded by roads on at least two sides.
The following image is an example of what a city might look like in the Combine:
For more information on cities and terrain grids, visit the Planetary Grids rules page.
In order to build a new facility (assuming you meet the conditions above), you must own the datacard for that type of facility. If you do not meet this condition, you will have to either buy or obtain the datacard from someone else by any means necessary (robbery, invasion, rental, etc).
The Technical Database (TB) contains all data related to a specific class of facility.
|Name||Name of facility type (ATM, Palace, Tavern)|
|Class||1x1 - 1x3 - 1x5 - 1x10 - 1x19 - 3x3 - 3x5 - 4x7 - 4x8 - 5x5 - 6x6 - 7x7 - 9x9 - 20x20|
Resistance of the hull of a facility, classic A/B system where A shows the actual state of the hull and the B is the max level.
When hull = 0/B, facility is destroyed. B is depending of the type.
|People Allowed||Max number of Player Characters/NPC that can be in a facility at any given time.|
A facility can store as many smaller ships, vehicles and/or raw materials (if it has the ability to store materials) until one of these numbers is reached by adding up all the weight/volume numbers of the ships, vehicles and raw materials.
This is depending on whether it has a Docking Bay and/or Hangar. See Special Characteristics
|Weapon Systems||Listing of all weapons that are mounted on the facility|
Allows the detection of other ships/vehicles/characters in the same city.
Range = 2* floor(Log(
|Energy||Available energy on the facility.|
|Special Characteristics/ Modifications||List the special features of the facility:
Docking Bay - Ships can land inside facility
Hangar Bay - Vehicles can park inside facility
Unique - Only one of this type can ever be built
|Raw Materials needed||List of all required resources to build this type of facility|
|Value||This is the base value of the facility. This price does not include any overhead or taxes that will be due at the time of construction. This number is automatically calculated and is hidden.|
|Datacard owned by||List of all publicly known factions that own a datacard to this facility type|
|CP Price||This is the cost of the facility on the CP Exchange
Note: only a few facilities are available on the exchange
Facility, Ships and Vehicles now have a room movement system
There are 6 different types of rooms:
All entities must have at least 1 room being an entrance room, allowing characters to enter and leave the entity. Rooms can be customized if a character has the correct privilege e.g. can give it a name and a description. Also 1 art item can be added to rooms.