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Resource Facility & Take Over

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SnelleEddie
Developers
Posts: 225

Resource Facility & Take Over

Post#1 » Fri Dec 09, 2016 12:28 am

As succinct yet complete as possible, enjoy!

- An introduction -
A resource facility is a valuable asset to whoever has the technology to take control. Fully equipped to extract, refine and produce specific components on demand from raw resources in the area. Production terminals are accessible to anyone to taxed according to what the owner set it. Taxes can be set to 5, 10, 15 and 20 percent for allies, enemies and neutrals. Even the owners are taxed at 5%, but all those taxes are returned on pay day. So, let's get to the good stuff!

- The takeover -
There are two stages and (usually) two sides in a take over. Triggering a final battle and the final battle itself. Assuming the facility is not on lock down, the first stage is about gaining activity.

- On the offensive -
Make sure to set community stance towards the current owner to enemy (if any) and start hacking facility objects. The activity gained increases with the security level of the objects hacked so focusing on the good stuff can speed things up. Killing enemies does increase activity, but at this stage it's probably better to lay low (see defensive). Current activity levels can be viewed from power stations, power plants and the control panel.

- On the defensive -
Well, at least you know who is messing with the facility. Make sure to make them your enemies. If you plan to defend, that is.
Not walking away means you're left with only one option. Take down those who attempt to take over! One of the blessings of this facility, the turrets are on your side. Reducing activity according to the turret security level. Gained activity drops a few points every hour.

- Final battle -
Now as soon as the activity reaches 100% a final battle starts. Set to last for one hour in which both parties compete for control of facility objects. The community with the highest percentage of the facility under it's control will become the new owner. At least for as long as the lock down lasts.


Happy Camping! :P

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Piotrek
Posts: 87
Age: 30

Re: Resource Facility & Take Over

Post#2 » Fri Dec 09, 2016 3:08 pm

On what principle will operate the turret. They will attack anyone or only community that is set up as opponents in soc terminal?

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SnelleEddie
Developers
Posts: 225

Re: Resource Facility & Take Over

Post#3 » Fri Dec 09, 2016 3:47 pm

Piotrek wrote:On what principle will operate the turret. They will attack anyone or only community that is set up as opponents in soc terminal?
Turrets only attack members of a community which the owner has set to enemies in the community terminal (even during the lock down period). They also target anyone damaging it regardless of their community, with an obvious exception for the owners community.

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Tesla Coil
Proclaimed Ambassador
Posts: 478
Age: 41
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Re: Resource Facility & Take Over

Post#4 » Sun Aug 11, 2019 6:09 pm

It would be cool if the turret would start fire at people who are neutral in case they uncover any item of aggression near a turret at any point in the game. Who beloning to a enemy community should always be fired upon :)

Also would like to see the facility have options to be upgraded by current owners, for better defense and security.

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