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Training facilities/Weapon factories

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Training facilities/Weapon factories Empty Training facilities/Weapon factories

Post by Admin Wed Jan 28, 2009 5:44 pm

Those of you who were around in beta saw those two buildings.
You get access to them by building the construction yard level 1.

Training facility:
- Allows your realm to go through the process of successfully assigning untrained units to different tasks (also referred to as "Training").
- "Training" involves mainly surgical addition of various implants vital for the successful completion of the unit's tasks as well as the practicing in order to gain ability to use these "improvements" to their fullest potential
- Theoretical training (such as combat strategies for soldiers, or harvesting/growth techniques for farmers) are an integral part of the training process
- Only 1 unit may be trained or untrained by one facility each turn
- If you have 10 facilities and you give an order to train 100 units, it will take 10 turns to train them all
- You can build 40 facilities per turn at most

Weapons factory:
- Allows your realm to construct new weapons to be used in combat
- 1 Weapon factory can construct 1 weapon per turn
- If you have 10 factories and you give an order to build 100 weapons it will take 10 turns to build them all
- You can build 20 factories per turn at most

At a later stage these two building types will be destroyable effectively allowing you to cripple someone's ability to train units and to construct weapons.
This is also where the free TCP, people can be on at least 2 or max 4 days per week, gets interesting. Going on protection will allow you to rebuild parts of your account which will be vital to retaliate on your opponent
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Post by Nigatsu_Aka Wed Jan 28, 2009 5:54 pm

Are there any training costs?
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Post by Admin Wed Jan 28, 2009 6:15 pm

training will work just like it does now. except that instead of getting the units immediately you'll be getting them as they get trained

same story with weapons
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Post by Nigatsu_Aka Wed Jan 28, 2009 6:53 pm

... so you`ll have to have the kuwal in the open, basically to have an income that supports all your training/buying per turn.
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Post by Admin Wed Jan 28, 2009 7:07 pm

no, you pay once and then your uu's "go off the grid" and your kuwal is spent.
you will also see how many units of what type are left to be trained
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Post by chaos Wed Jan 28, 2009 7:54 pm

this does sound a bit more confusing than it really is and once you get it its very very easy. dnt worry for now neways.
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Post by Nomad Thu Jan 29, 2009 3:05 am

Well I am a bit worried about it honestly. I mean if these buildings are attackable, then this is reallllllly going to be bad unless it comes at a high cost. 2 equal accounts. A masses B and destroys 1/2 the "facilities". A continues growing, B goes on TCP to rebuild. After TCP ends, A is massively stronger then B, and if A get online first, or better yet TCP's behind B, then B gets wacked again.


I hope the cost for "facility" destruction are balanced with the effect.
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Post by Zarakai Kenpachi Fri Feb 06, 2009 3:28 pm

they better me or ill be coming to peoples houses to destroy their facilities thier....ill make sure its mexican bean night before i go to your house......


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Post by Admin Fri Feb 06, 2009 6:25 pm

Nomad wrote:Well I am a bit worried about it honestly. I mean if these buildings are attackable, then this is reallllllly going to be bad unless it comes at a high cost. 2 equal accounts. A masses B and destroys 1/2 the "facilities". A continues growing, B goes on TCP to rebuild. After TCP ends, A is massively stronger then B, and if A get online first, or better yet TCP's behind B, then B gets wacked again.
You do realize that all these facilities is do is actually allow you to train units/build weapons faster or slower depending on how many you have?
You don't start growing slower because someone decimated your facilities, so how can A be massively stronger than B?
Unless he was massively stronger right at the start in which case I fail to understand what the problem is.
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Post by Halaryel Sun Feb 08, 2009 4:11 pm

i very dont understand wht the use of them if the cost to train troop is the same.

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Post by Nomad Sun Feb 08, 2009 5:46 pm

Admin wrote:
Nomad wrote:Well I am a bit worried about it honestly. I mean if these buildings are attackable, then this is reallllllly going to be bad unless it comes at a high cost. 2 equal accounts. A masses B and destroys 1/2 the "facilities". A continues growing, B goes on TCP to rebuild. After TCP ends, A is massively stronger then B, and if A get online first, or better yet TCP's behind B, then B gets wacked again.
You do realize that all these facilities is do is actually allow you to train units/build weapons faster or slower depending on how many you have?
You don't start growing slower because someone decimated your facilities, so how can A be massively stronger than B?
Unless he was massively stronger right at the start in which case I fail to understand what the problem is.

Yes, I know exactly how they work, and in a live battle where having full strike potential is necissary, if one persons "facilities" allow them to train strikers as fast if not faster then they are killed in battle, then they will have a definite advantage over the weaker opponent who can not even train their men fast enough to keep them on a gun.

example
A has training rate of 5K men per turn
B has same

A masses B, killing DEF and Covert. Then destroys 1/2 "facilities"

A now has training rate of 5K men per turn
B now is 2500 per turn

A has to train Only strikers at a rate of 5K
B has to try to retrain Def, Train covert, and rebuild "facilities"

Now if both where actively fighting each other, lets say their losses per turn were 3500 men per turn.

A can train enough men to keep a man on every gun
B can not train enough men to cover his losses and therefore his stats shrink every turn the battle continues.

Now all in all I don't have a problem with this as a whole, and I love the idea, I think it is a good fix for one of the most annoying flaws in game mechanics. All I was saying is, dont make the destruction of facilities too cheap or easy. because it will cripple the defender in many cases.

I didnt know the "facilities" would be destroyable, and as long as its done right I have no problem with the idea either.
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Post by Admin Sun Feb 08, 2009 6:32 pm

well 1) it's not like you do battle every 5 minutes, you build something up and then someone destroys it
2) you do protection and can rebuild facilities and retrain units.

the less you have facilities the less you need to pay to build one more
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Post by damgood Sun Feb 08, 2009 7:03 pm

i don`t really like it although it will make the game more realistic . But i`d suggest to tie it up with the average army size so the number you can train will get bigger as the game grows .

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Post by Nomad Sun Feb 08, 2009 7:16 pm

Admin wrote:well 1) it's not like you do battle every 5 minutes, you build something up and then someone destroys it
2) you do protection and can rebuild facilities and retrain units.

the less you have facilities the less you need to pay to build one more

in theory, and in limited AT yes you are correct, but in a live war you actually battle ever 10 seconds or so. Not to mention what if 1 or both parties have used their "protection"?


I complete missed the last part tho? all facilities cost the same didnt they? you got 1 unit per turn training capasity per facility and they were all the same price where they not?


And again I say I like the idea, love it, just was voicing my opinion that i hope its not stupidly cheap and easy to destroy "facilities" is all, nothing more.

@ Danuboy,,, what a wonderful idea mate.
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Post by Admin Sun Feb 08, 2009 7:23 pm

well the cost is like 1.5-2k per facility increased cost.
so technically that one won't be a major cost factor, i'd say in the current sgw stage no one would ever need more than maybe 70k-90k. so you'd be paying 150 or so mil per piece, cheap by sgw terms.

it's more coupled with the fact that you only can produce a set amount of them per day that will make someone boned if they get sat on, yet another reason why sometimes surrendering might be worth in wars.

oh and i might have forgotten to mention, you will actually able to train and build weapons without these facilities instantly. But in that case you'll need to pay 10 times the regular costs.
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Post by Nomad Sun Feb 08, 2009 11:52 pm

Admin wrote:well the cost is like 1.5-2k per facility increased cost.
so technically that one won't be a major cost factor, i'd say in the current sgw stage no one would ever need more than maybe 70k-90k. so you'd be paying 150 or so mil per piece, cheap by sgw terms.

it's more coupled with the fact that you only can produce a set amount of them per day that will make someone boned if they get sat on, yet another reason why sometimes surrendering might be worth in wars.

oh and i might have forgotten to mention, you will actually able to train and build weapons without these facilities instantly. But in that case you'll need to pay 10 times the regular costs.


AH HA!!!!!!!!!!

With holding valuable information I see. CONSPIRACY!!!!!!!!!!!!


LOL, and TY for clarifing that. Makes good sense and I see your point, also thanks for clarifing price increases.
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Post by Halaryel Mon Feb 09, 2009 12:42 pm

well so facilities allow to build units OVERTIME at only 10% of the cost ?

should have told it earlier =]

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Post by Nomad Mon Feb 09, 2009 2:11 pm

Halaryel wrote:well so facilities allow to build units OVERTIME at only 10% of the cost ?

should have told it earlier =]

or is it regular cost and training without them is 10 times as high?
But in that case you'll need to pay 10 times the regular costs.
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Post by Admin Mon Feb 09, 2009 3:11 pm

no, they will allow you to train the units at the current cost, but you won't be able to train millions of them instantly

you can train them instantly but then you will pay 10 times the current cost

same story with weapons
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Post by Nomad Tue Feb 10, 2009 4:38 am

Thats what I thought.
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Post by Halaryel Wed Feb 11, 2009 2:55 am

ok confused again...... maybe i will understand when i get my hand on it.... but really for somebody (me) that havent see it in action i understand NOTHING of what you are talking about beside it train unit overtime...

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Post by Nomad Thu Feb 12, 2009 6:14 pm

Halaryel wrote:ok confused again...... maybe i will understand when i get my hand on it.... but really for somebody (me) that havent see it in action i understand NOTHING of what you are talking about beside it train unit overtime...

you require training facilkities, these facilities train your troops at a set rate. say you have 10, and they train at a rate of 1 per turn, that means you go click "train" put in 100, the resources are taken and 10 men come out trained every turn until 100 are trained. you buy more facilities your training rate increases, someone attacks and destroys your facilities your training rate decreases. You will have the option to train WITHOUT the facilities and to train immediately in 1 turn, at 10 times the cost of normal training.

Correct me if im wrong admin.
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Post by Admin Thu Feb 12, 2009 6:28 pm

no, you explained it perfectly as it is meant to work.

although the train at 10 times the normal cost will give you instant train (as with the current train system, you click the button and the units are trained)


thanks Smile
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Post by Nomad Thu Feb 12, 2009 6:35 pm

I'll have my cookie now jocolor
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Post by Halaryel Wed Feb 18, 2009 11:00 am

we will be able to train troops through this NEW way and the OLD way will cost 10 times the current cost?

We will have a base 10 training facilities and 10 weapon facilities?

is that right? if so then it start to be a little less dark.....

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