Buildings

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Buildings

Post by Dark Lord Willice on Mon Nov 02, 2009 4:13 am

Capital Building
Benafits:This is required for a planet to become a capital of a faction, independent planets to not need these, factions need capital planets, this allows 50 buildings to be build on this planet, while any planet that is independent or not a capital can only build 25.
Desctrition:this is were facton meetings happen, like the republic senet meetins, in the core of this building with no windows there is a chancillars suit, this is were the commander of a faction lives.
Cost:4,000
Time to Build:2 days
Comes with:4 imperial guard squads
Hull:4,000
Shields;2,000
INCOME:10,000
planets like mustifar and degobah may have these built on them for international meetings


Last edited by Dark Lord Willice on Sun Nov 15, 2009 3:22 am; edited 1 time in total
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Re: Buildings

Post by Dark Lord Willice on Mon Nov 02, 2009 6:42 am

Barrics
Hull:400
Shields:200
Cost:400
TTB:1 day
Builds:
Spoiler:
Infentry Man
Unit:1 person
Cost:10
Weapon:
-DLL-42 Blaster
(DMG:10 to all shot at)

Artillary Infentry Man
Unit:1 person
cost:50
Weapon:
-Anti Tank Gun
(DMG:100 to all vehicals that this is shot at)


Light Infentry Squad
Unit:10 People
Cost:100
Weapons:
-DLL-42 Blaster for all 10
(DMG:10 to all shot at)

Heavy Infentry Squad
Unit:10 people
Cost:300
Weapons:
-DLL-42 Blaster (5 men)
(10 DMG to all shot at)
-Anti Tank Gun (5 men)
(100 dmg to all vehicals shot at)

Builder
Unit:1
Cost:50
Weapon:
DC-20 Blaster
(5 DMG)
Allows you to build on a planet you are not on

Body Guard Squad
Unit:5 men
Cost:100
Weapons:
Legal Vesion DXR-6 Disruptor Rifle
(20 DMG)
Can Be assigned to guard someone

Imperial Guard
Unit:1 man
Cost:100
Weapon:
Red Lightsaber
(DMG 25)
(can block all blaster fire and 50% of lightsaber dmg)
For protecting faction leaders and sith lords

Imperial Guard Squad
Unit:4 men
Cost:400
Weapons:
Red Lightsabers
(25 dmg)
(can block all blaster fire and 50% of lightsaber dmg)
For protecting faction leaders and Sith Lords

Field Commander+squad
Unit:1 commander+9 elite infentry men
Cost:400
Weapons:
1x DLL-50 Blaster
(DMG 40)
9x DLL-42 Blasters
(10 DMG per shot)
Special:feeld commander has 200 health
only if you have one of these on the field can you command troops from a diffornt planet

Fleet Commander+Body guards
Unit:1+2 body guards
Fleet commander has 200 health
Cost:400
Weapons:
1x DLL-50 Blaster
(DMG 40)
2x Legal Vesion DXR-6 Disruptor Rifle
(20 DMG)
Lets you command a fleet from a difforent planet


Last edited by Willice on Tue Nov 03, 2009 10:51 am; edited 1 time in total
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Re: Buildings

Post by Dark Lord Willice on Mon Nov 02, 2009 6:43 am

Light Vehical Factory
Cost:400
Time to build (TTB):1 day
Hull:400
Shields:200
Builds:Light vehicals and Imperial Guard Squad/Imperial Guard
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Re: Buildings

Post by Dark Lord Willice on Mon Nov 02, 2009 9:35 am

Heavy Vehical Factory
Hull:1000
Shields:200
Cost:600
TTB:2 days
Builds:Heavy Vehicals
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Re: Buildings

Post by Dark Lord Willice on Mon Nov 02, 2009 9:36 am

Droid Factory
Hull:1000
Shields:200
Cost:400
TTB:1 day
Builds:Droids
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Re: Buildings

Post by Dark Lord Willice on Tue Nov 03, 2009 10:20 am

Landing Bay
allows 20 ships of any type to land
Cost:1000
TTB:1 day
Hull:10,000
Shields:None due to constent ships landng and taking off
INCOME: 200


Last edited by Dark Lord Willice on Mon Jan 18, 2010 10:02 am; edited 1 time in total
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Re: Buildings

Post by Dark Lord Willice on Tue Nov 03, 2009 10:22 am

Repair Bay
allows 10 ships to be repaired at one time, ships must land here first
Repairs 4 weapons in 2 hours
Repairs +100 hull and +100 shields every hour
Cost:1,000
TTB:1 day
Hull:1000
Shields:400
INCOME: 1,000


Last edited by Dark Lord Willice on Mon Jan 18, 2010 10:02 am; edited 1 time in total
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Re: Buildings

Post by Dark Lord Willice on Tue Nov 03, 2009 10:23 am

Hospital
Allows 20 players to be compleatly healed within 4 hours
Hull:4000
Shields:2000
Cost:2000
TTB:1 day
INCOME: 4,000


Last edited by Dark Lord Willice on Mon Jan 18, 2010 10:03 am; edited 1 time in total
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Re: Buildings

Post by Dark Lord Willice on Tue Nov 03, 2009 10:26 am

Land Based Starfighter Bay
allows 10 starfighters of anytype to be built
Hull:400
Shields:400
TTB:0.5 days
Cost:800
INCOME: 200


Last edited by Dark Lord Willice on Mon Jan 18, 2010 10:04 am; edited 1 time in total
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Re: Buildings

Post by Dark Lord Willice on Tue Nov 03, 2009 10:38 am

Jedi Temple/Sith Senctuary
Produces:
Jedi Knights
Weapons:
Green/Blue/Yellow Lightsaber (10 DMG)
cost:400
or
Sith Worriers
Weapons:
Black or Red Lightsabers (10 DMG)
Cost:400
-------------------
Building Cost:2000
TTB:1.5 days
Hull:4000
Shields:2000
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Re: Buildings

Post by Dark Lord Willice on Tue Nov 03, 2009 10:41 am

House
Allows player to keep items on that planet, it also houses NPCs, useful for creating bases
if ap layer is in one of these the bouilding must be destroyed before they can be shot at or killed.
Houses:2 players and 20 NPC's
Hull:1000
Shields:500
Cost:500
TTB:1 day
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Re: Buildings

Post by Dark Lord Willice on Tue Nov 17, 2009 12:09 pm

Suface to Air Weapons & Surface to Surface Weapons

Surfice to Air plasma cannon
Hull: 2,000
tagets:2 ships in orbit per turn
dmg:50 per ship
cost:600
Income:100
TTB:12 hours
(only 4 per planet)
(10 per capital planet)


Ion Cannon
Hull: 1,000
Targets: 1 Ship in Orbit per turn
DMG: Eliminates 1,000 shields
Cost: 1,000
TTB: 1 Day
INCOME: 100
(Only 2 per planet)



Hypervelocity Gun
Hull: 1,350
Targets: 1 Ship in Orbit per Turn
DMG: 1,000
Cost: 5,000
TTB: 1.5 Days
INCOME: 200
(Only 1 on capital planets and none on any other planet)



Repulsurelift Cannon
Hull: 5,000
Shields: 5,000
Targets: 1 Planet
DMG: makes it so only light vehicals and infentry can be on planets (no droids at all)
Cost: 10,000
TTB: 4 Days
INCOME: 5,000
(Only 1 per planet and only works on the planet it was built on)



Ion Generator
Hull: 10,000
Shields: 10,000
Targets: an entire system
DMG: makes shields useless to any vehical/ship/station/building on or in orbit of a planet
Cost: 20,000
TTB: 10 Days
INCOME: 10,000
(Only 1 per planet, it can sustain its shields)
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Re: Buildings

Post by Dark Lord Willice on Tue Jan 19, 2010 6:57 am

Prisons:

Prison Key:
Lock Down 1: light and easy to get out of, anything can be smuggled in and out
Lock Down 2: a step up from lvl 1, weapons can only be smuggled in and out
Lock Down 3: Nothing can be smuggled in or out, the faction owning the facility is allowed to confenscate any weapons or ships and not return them
Lock Down 4: Impossible to escape and nothing can be smuggled and no one can be visited
----Cell Types----
Anti Force: (no force can be used in this cell) Hull: 4,000 | Holds: 1 Person
Anti Lightsaber: (no lightsabers affect this cell) Hull: 10,000 | Holds: 1 Person
Small Cell: (A normal Cell) Hull: 500 | Holds: 2 People
Medium Cell: (a larger cell) Hull: 500 | Holds: 6 People
Large Cell: (a large cell) Hull: 500 | Holds: 12 People
Maximum Security Cell: (a heavy secured cell) Hull: 10,000 | Holds: 1 Person
Anti Jedi: (no force or lightsabers affect it) Hull: 50,000 | Holds: 2 People


Light Facility
Class: Lockdown 1
Cells:
Anti Force: 0
Anti Lightsaber: 0
Small Cell: 5
Medium Cell: 2
Large Cell: 1
Maximum Security Cell: 0
Anti Jedi: 0
Cost: 1,000
TTB: 0.5 Days
INCOME: 500

Medium Facility
Class: Lockdown 2
Cells:
Anti Force: 1
Anti Lightsaber: 1
Small Cell: 6
Medium Cell: 3
Large Cell: 2
Maximum Security Cell: 0
Anti Jedi: 0
Cost: 5,000
TTB: 1 Day
INCOME: 1,000


Heavy Facility
Class: Lockdown 3
Cells:
Anti Force: 2
Anti Lightsaber: 2
Small Cell: 10
Medium Cell: 5
Large Cell: 4
Maximum Security Cell: 2
Anti Jedi: 1
Cost: 10,000
TTB: 1.5 Days
INCOME: 20,000


Maximum Security Prison
Class: Lockdown 4
Cells:
Anti Force: 4
Anti Lightsaber: 4
Small Cell: 20
Medium Cell: 10
Large Cell: 5
Maximum Security Cell: 10
Anti Jedi: 4
Cost: 25,000
TTB: 2 Days
INCOME: 25,000
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