pseudonyms: Objects, Buildings, Vehicles

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Structures are intended to be a flexible construct able to reflect all possible objects in the Coindroids universe.

As examples, our classic Crab Legs may be a mobile structure, with battle systems, defensive systems, and an ambit of Land and Water. A large immobile Land structure capable of storing other structures could be a warehouse or a fence.

The key to this system is that while it is easy to create schematics with one of two of these features and attributes, the more specific you attempt to design the more effort is needed to find a valid structure that meets those needs.

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Structure Attributes

<aside> ❓ Some attributes below only apply to specific classes of structures M = Mobile | S = Stationary

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Base Attributes

Name Description Range Used In
Accuracy Structure Accuracy plays a part in its ability to attack, defence, build and repair. Fine grain control is a wonderful thing! 1-256 Melee Attack(M)
Melee Defense(M)
Range Defense(M)
Range Attack

Charge Rate

Build Rate Repair Rate

Base Build Cost | | Energy Efficiency | Power is important, better not waste it! Structures that can use power more efficiently have all sorts of power saving benefits. | 1-256 | Generate Rate Charge Rate Drain Rate

Charging Slot Count | | Mass | Some structs are more effective big and sometimes tiny is the right size. This attribute is used to define the size and all related features. | 1-256 | Melee Attack(M) Range Defense

Generate Rate Build Rate

Structure Capacity

Structure Health

Base Build Cost | | Speed | Sure, not all structures move quickly but thinking quickly is another story. The higher the speed the better a Struct can perform across most of possible features. | 1-256 | Melee Attack(M) Melee Defense Range Defense Range Attack

Drain Rate Charing Slot Count

Build Rate Repair Rate

Base Build Cost | | Strength | Structures can be built from all sorts of materials but some are better than others. This attribute has a drastic effect across most features. | 1-256 | Melee Attack(M) Melee Defense Range Defense

Build Rate Repair Rate

Structure Capacity

Structure Health

Base Build Cost | | Base Build Cost | The costs to build a schematic into a structure is directly related to how good the structure stats are. | 0-1024 | | | Max Health | The health is directly related to the mass and strength of the structure.

(mass + strength) | 200-512000 | |

Feature Attributes

Feature Attribute Description Range Equation
Attack Melee Attack Up close and personal is the way to go. This is the strongest attack type in the game. Mobile
1-65,536

Stationary N/A | Mobile (strength * mass) % (speed * accuracy)

Stationary N/A | | Attack | Range Attack | Nowhere near? Maybe toss something their way and snipe a kill. | 2-512 | (speed + accuracy) | | Attack | Melee Defense | Defense systems are effective for protecting your sweet sweet energy. | Mobile 1-768

Stationary 2-512 | Mobile (strength + speed + accuracy)

Stationary (strength + speed) | | Attack | Range Defense | Defense systems are effective for protecting your sweet sweet energy. | Mobile 1-512

Stationary 1-256 | Mobile (strength + speed) % (mass + accuracy)

Stationary (strength + speed) % mass | | Power | Generate Rate | This is the rate a structure will generate its own power. A nice set of solar panels, perhaps some wind turbines. | 2-512 | energyEfficiency + mass | | Power | Drain Rate | The amount of power that can be siphoned from a 0 health droid before they explode. | 1-65,536 | energyEfficiency * speed | | Power | Charge Rate | The rate in which power within the structure can be transferred to Droid batteries | 1-65,536 | energyEfficiency * accuracy | | Power | Charging Slot Count | The number of Droid batteries that can be charged at a time by the structure. | 0-5 | (speed * energyEfficiency) % 5 | | Engineering | Build Rate | Currently used by the Performing Structure in conjunction with a schematics Base Cost when defining the cost (in Watt) to build a new structure. | 2-512 | (speed * accuracy) % (mass + strength) | | Engineering | Repair Rate | The amount of health that can be repaired on a structure per action. | 1-256 | (speed * accuracy) % strength | | Storage | Capacity | The amount a structure can hold within it, if this feature was actually exposed (which it’s not). | 0-256 | mass - strength |

Structure Features

Depending on the design (or “Schematic”) of the structure, a number of features could be available for use by players, or may be triggered automatically when appropriate (such as defensive systems).

Structure Features

Ambit / Territory / Mobility