http://guide.swcombine.com/api.php?action=feedcontributions&user=Evan+Bluvius&feedformat=atomStar Wars Combine :: Game Guide - User contributions [en]2024-03-29T00:59:03ZUser contributionsMediaWiki 1.31.0-rc.0http://guide.swcombine.com/index.php?title=Hunting&diff=3806Hunting2019-02-07T21:56:16Z<p>Evan Bluvius: Adding Vulptex and Purrgil</p>
<hr />
<div>Hunting refers to attacking wild [[creatures]] and bandit NPCs using [[combat]], either alone or with a party of NPCs, droids, or captured creatures.<br />
<br />
'''Hunting cannot kill you or knock you unconscious.''' Your HP can only reach 1 HP, and then you must heal before you can continue to attack.<br />
<br />
==Locating Your Prey==<br />
Wild creatures and bandits will spawn on any terrain square that is not occupied by a city slab or by another player. The spawning occurs once you enter the terrain square, and leaving the square either by crossing terrain or by ascending will despawn any wild creatures and bandits that had spawned. Returning to the square will force a new spawn. The number of wild creature and bandit squads to spawn varies widely and is random. You may see one group, many groups, or no groups at all. Many players like to use two adjacent empty squares and simply cross terrain back and forth between those two squares indefinitely. Others like to try to hunt specific creatures that only spawn on specific terrains.<br />
<br />
===Scouts===<br />
How much of a terrain square you can see is limited by your sensors (if on board an entity) or your perception skill (if standing outside). Perception can be increased using macrobinoculars. The visibile squares outdoor are equal to the Perception value +1 (i.e., it varies from 1 to 6 max). Macrobinoculars add 5 squares to the current Perception range (i.e., the total range becomes 6 to 11 squares max).<br />
<br />
Many hunters purchase 4-8 scout NPCs to distribute across the square so that they can share the scouts' visual range and don't need to fly around the whole square to search for squads. The number of scouts required varies depending on the Perception skill you assign them and where you place them on the square. Most hunters equip their scouts with macrobinoculars to increase their range, and a sensor pack so that they can share sensors. You will need to equip a sensor pack in one of your utility slots in order to share sensors with scouts, or you can share sensors with them while you are on board your ship.<br />
<br />
A cheaper alternative to scouts and macrobinoculars is purchasing K-4 Security Droids from an NPC shop and placing them around the terrain square to use as scouts. These have the advantage of being relatively inexpensive at about 14,000 credits apiece. However, you cannot increase their perception range as they cannot be equipped with macrobinoculars, so a larger number of droids is needed for full coverage. Similar distribution to sensor beacons (below) can be used. Your droids automatically share sensors with your ships and vehicles.<br />
<br />
===Sensor Beacons===<br />
If you are going to hunt for a long time, then you could use sensor beacons. They have the advantage that occupy cargo hold but not passenger seats, and do not suffer atmospherical damage and can be left outside as long as you like, provided nobody steals them.<br /><br />
To cover one terrain grid 16 (sixteen) beacons are needed. They should be placed at the following coordinates:<br />
{| cellpadding="5" cellspacing="0"<br />
! Column 1 || Column 2 || Column 3 || Column 4 ||<br />
|-<br />
| (2,2) || (7,2) || (12,2) || (17,2) ||<br />
|-<br />
| (2,8) || (7,8) || (12,8) || (17,8) ||<br />
|-<br />
| (2,13) || (7,13) || (12,13) || (17,13) ||<br />
|-<br />
| (2,19) || (7,19) || (12,19) || (17,19) ||<br />
|}<br />
<br />
Afer deploying the beacons, equip yourself with a Multiple Sensor Package and you can share sensors with the beacons.<br />
Anyone in your party can carry the MSP. Beacons share sensors also with ships and vehicles.<br />
<br />
==What You Need==<br />
At a bare minimum, you only need a weapon to hunt. However, you cannot continue to attack if you drop to 1 HP. You can heal up using any medical item, or you can wait until 17:00 server time each day to regain 10% of your total HP. (Bandits and creatures also regain 10% of their HP at that time.) Healing can be performed during a fire delay, so you can use a healing item immediately after performing an attack.<br />
<br />
The recommended items needed will depend on your hunting strategy, so you will need to customize your gear to your own style. Two options to consider are hunting for XP and hunting for loot, and of course you can combine aspects of these to create your own strategy.<br />
<br />
===Hunting for XP===<br />
If you choose to hunt primarily for quick XP gains, you will need to maximize your two primary sources of XP gain: combat hits and healing. The simplest strategy for this is to hunt alone with a single weapon equipped. The reason for hunting solo is that a party will kill creatures more quickly, meaning you will lose time traveling around a terrain square or between terrain squares to locate the next group of creatures or bandits. For this reason, it is also best to use weaker weapons, in order to kill each group more slowly to avoid unnecessary travel time. The reason for using only a single weapon is that an off-hand weapon will suffer a penalty to hit rating.<br />
<br />
You can acquire 40 XP per attack round at a maximum, and you only receive the percentage of that XP proportional to your attacks that hit. If you fire four shots and three hit, you will only receive 30 XP. If all four hit, you will gain the entire 40 XP.<br />
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Target creatures, or use a weapon that is powerful enough per hit to penetrate most armour. Attacking at close range is ideal because this will cause you to take damage, which you can then heal each round. Invest in bacta refills and a medkit. With a medical treatment skill of 5, a bacta refill will heal for 60 HP, which will award you 30 XP per usage. When coupled with a combat round, this means you can gain up to 70 XP per half hour.<br />
<br />
===Hunting for Loot===<br />
All wild creatures and bandit NPCs have a 5% chance of dropping an item when they are killed. Creatures may drop a [[trophy]] or a [[eggs|Mysterious Egg]], which can be taken to a ranch, zoo, or wildlife preserve and [[Eggs|hatched]] into a creature of the type from which it was looted. The larger the creature, the less likely it will drop an egg. Colossal creatures do not drop eggs at all. Bandit NPCs will only drop one of the items equipped to them, so you can click each NPC to inspect its equipped gear if you want to see what it might drop.<br />
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If you choose to hunt primarily for loot drops, you will want to maximize your damage output. This means you should bring along a full party of creatures, droids, or riflemen/melee trooper NPCs, depending on what you have access to. NPCs have the highest potential damage output, but this depends on the weaponry with which they are equipped as well as the skill points you assign them. Naturally you will want to look at the stats of the weapons or entities available to you and choose those with the highest damage output. Consider the racial bonuses of your riflemen and melee trooper NPCs if you are selecting NPCs to use.<br />
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You will also need to avoid your party dying, so if you are hunting primarily for loot, it is best to keep your party out of your enemy's range if possible. This is simple for creatures, which have fairly narrow attack ranges, and most creatures can even be outranged at range 4-5. If you are attacking longer range creatures, use longer range weaponry, or ensure your NPCs have a high dodge rating or that you have plenty of replacements available for them. While you cannot die, your NPCs, droids, and creatures can. If your NPCs die, their equipment will vanish with them.<br />
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Bandit NPCs have a variety of equipment [[fitouts|fitout]] possibilities, so it is difficult to outrange an entire squad. Inspect them by clicking on their portrait in your Scanner display, and determine from their weaponry the best range from which to attack them. It is a good idea to carry medical items to heal any of your party members that take unavoidable damage.<br />
<br />
===Hunting for Droids===<br />
From time to time, bandit squads will have droids in their party. If you want to capture those droids, you need to use ionization blasters and restraining bolts. The method is to wipe out bandits with standard weapons first, then switch to ionization blasters and drain the ion shields of the droid. After that, the restraining bolt will capture it and you can add it to your party.<br />
<br />
==Movement and Attack==<br />
Outside of Derra (where the rules are different due to the ground combat testing), creatures and bandits move randomly and ignore hunters as long as they are not attacked. When attacked, the creatures and bandits counterattack once. During the fire delay, creatures and bandits may move in a random direction, or may stand still in the same terrain square.<br />
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On Derra, as soon as the hunter enters the range of a creature or bandit group, they can initiate combat, counterattack, and move towards the hunter.<br />
<br />
==Useful Skills==<br />
* '''Dexterity:''' This is the most useful hunting skill to have at least a few points in. Dexterity improves your ability to hit with any weapon. If you miss, you will not do damage and you will not receive XP for the shots you missed.<br />
* '''Weapon Skill:''' Projectile, Non-Projectile, and Heavy Weapons skills each slightly improve the damage output of their weapon type. They also improve your ability to hit with your weapon, but only with half the effectiveness of Dexterity. This means that boosting weapon skill from 0 to 2 is more effective in terms of skill point cost than boosting your dexterity from 4 to 5.<br />
* '''Dodge:''' This is your ability to avoid taking damage. If you intend to fight at close range and wish to avoid taking damage, you may want to assign a few skill points to Dodge. It is also a good skill to assign NPCs if you choose to fight with a party of NPCs.<br />
* '''Strength:''' This increases your total HP and also increases your carrying capacity.<br />
* '''Medical Treatment:''' This improves the effectiveness of medical items you use. As medical item usage awards you XP equal to half of your HP gain from the item usage, this is a good choice if you intend to do a lot of healing, or to maximize your XP gains.<br />
* '''Perception:''' This increases the area of the map visible to you. Can also be increased with macrobinoculars. Perception is a great skill for scout NPCs.<br />
<br />
==Bandit Fitouts==<br />
On death, bandits have the chance to drop an item they are carrying, which you can pick up and claim. What bandits are carrying is determined by their fitout, and there are a number of different fitouts available with which bandits may spawn. These can be viewed [[:Image:Bandit-templates.png|here]] (you will need to click the Full Resolution link for the image to load properly).<br />
<br />
==Creatures and Terrains==<br />
Below you can find a list ordered by terrain type.<br />
{| cellpadding="5" cellspacing="0"<br />
! Creature || Size || Terrain ||<br />
|-<br />
| Draigon || Huge || Cave ||<br />
|-<br />
| Duracrete Slug || Huge || Cave ||<br />
|-<br />
| Gundark || Medium || Cave ||<br />
|-<br />
| Kell Dragon || Large || Cave ||<br />
|-<br />
| Kintan Strider || Large || Cave ||<br />
|-<br />
| Space Slug || Colossal || Cave ||<br />
|-<br />
| Spice Eel || Huge || Cave ||<br />
|- <br />
| Spice Grub || Small || Cave ||<br />
|-<br />
| Varactyl || Huge || Cave ||<br />
|-<br />
| Vulptex || Medium || Cave ||<br />
|-<br />
| Wampa || Large || Cave ||<br />
|-<br />
| Duracrete Slug || Huge || Crater ||<br />
|- <br />
| Granite Slug || Small || Crater ||<br />
|-<br />
| Mynock || Small || Crater ||<br />
|-<br />
| Bantha || Huge || Desert ||<br />
|-<br />
| Corellian Sand Panther || Large || Desert ||<br />
|-<br />
| Dewback || Large || Desert ||<br />
|-<br />
| Eopie || Large || Desert ||<br />
|- <br />
| Geonosian Massiff || Medium || Desert ||<br />
|-<br />
| Kintan Strider || Large || Desert ||<br />
|-<br />
| Krayt Dragon || Colossal || Desert ||<br />
|-<br />
| Sarlacc || Medium || Desert ||<br />
|-<br />
| Slashrat || Medium || Desert ||<br />
|-<br />
| Womp Rat || Medium || Desert ||<br />
|-<br />
| Eye-snatcher || Tiny || Forest ||<br />
|-<br />
| Akk Dog || Large || Forest ||<br />
|-<br />
| Boma Beast || Small || Forest ||<br />
|-<br />
| Geejaw || Tiny || Forest ||<br />
|-<br />
| Gizka || Tiny || Forest ||<br />
|-<br />
| Gundark || Medium || Forest ||<br />
|-<br />
| Howlrunner || Medium || Forest ||<br />
|-<br />
| Katarn || Large || Forest ||<br />
|-<br />
| Nexu || Large || Forest ||<br />
|-<br />
| Quizzer || Small || Forest ||<br />
|-<br />
| Purrgil || Colossal || Gas Giant ||<br />
|-<br />
| Streaked Velker || Colossal || Gas Giant ||<br />
|-<br />
| D'oemir Bear || Medium || Glacier ||<br />
|- <br />
| Howlrunner || Medium || Glacier ||<br />
|-<br />
| Tauntaun || Large || Glacier ||<br />
|-<br />
| Wampa || Large || Glacier ||<br />
|-<br />
| Acklay || Huge || Grassland ||<br />
|-<br />
| Akk Dog || Large || Grassland ||<br />
|-<br />
| Bantha || Huge || Grassland ||<br />
|-<br />
| Boma Beast || Small || Grassland ||<br />
|-<br />
| Common Thranta || Medium || Grassland ||<br />
|-<br />
| Corellian Sand Panther || Large || Grassland ||<br />
|-<br />
| Falumpaset || Huge || Grassland ||<br />
|-<br />
| Gizka || Tiny || Grassland ||<br />
|-<br />
| Great Thranta || Huge || Grassland ||<br />
|-<br />
| Kaadu || Large || Grassland ||<br />
|-<br />
| Nerf || Large || Grassland ||<br />
|-<br />
| Nexu || Large || Grassland ||<br />
|-<br />
| Reek || Large || Grassland ||<br />
|-<br />
| Squall || Tiny || Grassland ||<br />
|-<br />
| Acklay || Huge || Jungle ||<br />
|-<br />
| Crystal Snake || Small || Jungle ||<br />
|-<br />
| Eye-snatcher || Tiny || Jungle ||<br />
|-<br />
| Gundark || Medium || Jungle ||<br />
|-<br />
| Katarn || Large || Jungle ||<br />
|-<br />
| Physallis Berry Monster || Tiny || Jungle ||<br />
|-<br />
| Rancor || Huge || Jungle ||<br />
|-<br />
| Vornskr || Medium || Jungle ||<br />
|-<br />
| Draigon || Huge || Mountain ||<br />
|-<br />
| Howlrunner || Medium || Mountain ||<br />
|-<br />
| Kell Dragon || Large || Mountain ||<br />
|-<br />
| Varactyl || Huge || Mountain ||<br />
|-<br />
| Cy'een || Huge || Ocean ||<br />
|-<br />
| Dianoga || Huge || Ocean ||<br />
|-<br />
| Draigon || Huge || Ocean ||<br />
|-<br />
| Cy'een || Huge || River ||<br />
|-<br />
| Dianoga || Huge || River ||<br />
|-<br />
| Fambaa || Huge || River ||<br />
|-<br />
| Kaadu || Large || River ||<br />
|-<br />
| Duracrete Slug || Huge || Rock ||<br />
|-<br />
| Granite Slug || Small || Rock ||<br />
|-<br />
| Hawkbat || Small || Rock ||<br />
|-<br />
| Mynock || Small || Rock ||<br />
|-<br />
| Varactyl || Huge || Rock ||<br />
|-<br />
| Vulptex || Medium || Rock ||<br />
|-<br />
| Dianoga || Huge || Swamp ||<br />
|-<br />
| Falumpaset || Huge || Swamp ||<br />
|-<br />
| Fambaa || Huge || Swamp ||<br />
|-<br />
| Kaadu || Large || Swamp ||<br />
|-<br />
| Nuna || Small || Swamp ||<br />
|}<br />
<br />
If you are looking for variety, Grassland is your best choice. The number of different species for each type of terrain is as follows: <br />
{| cellpadding="5" cellspacing="0"<br />
! Terrain || Species ||<br />
|-<br />
| Grassland || 14 ||<br />
|-<br />
| Cave || 11 ||<br />
|-<br />
| Desert || 10 ||<br />
|-<br />
| Forest || 10 ||<br />
|-<br />
| Jungle || 8 ||<br />
|-<br />
| Rock || 6 ||<br />
|-<br />
| Swamp || 5 ||<br />
|-<br />
| Glacier || 4 ||<br />
|-<br />
| Mountain || 4 ||<br />
|-<br />
| River || 4 ||<br />
|-<br />
| Crater || 3 ||<br />
|-<br />
| Ocean || 3 ||<br />
|-<br />
| Gas Giant || 2 ||<br />
|}<br />
<br />
<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Raw_Materials&diff=3788Raw Materials2018-09-18T00:36:39Z<p>Evan Bluvius: Minor typos and formatting</p>
<hr />
<div>{{MoreInfo}}<br />
<br />
Everything in the Combine galaxy is created using a selection of basic raw materials, each with their own particular function in the [[production]] process. Materials are found by [[prospecting]] to search the ground for deposits and then extracting them through mining. Once extracted, materials must be transported to where they are required before producing them into various objects. What follows are all raw materials currently in the galaxy and a rough overview of their uses.<br />
<br />
==Raw Materials==<br />
===Adegan===<br />
[[File:Adegan.jpg|Adegan Crystals]]<br />
<br />
Adegan is a very rare pink crystal which is often found on rocky, mountainous or cave terrain. It has a high rarity and is often in small reserves.<br />
<br />
===Alazhi===<br />
[[File:Alazhi.jpg|Alazhi]]<br />
<br />
Alazhi is a bacteria which is part of the bacta creation process. Harvested in forest or Jungle terrains through farming, it can be processed into Bacta for use in healing.<br />
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===Ardanium===<br />
[[File:Ardanium.jpg|Ardanium]]<br />
<br />
This material is often found in forest or grassy terrains and its purpose is primarily in the production of fuel canisters for vehicles. <br />
<br />
===Bacta===<br />
[[File:Bacta.jpg|Bacta]]<br />
<br />
Bacta is the core ingredient of all healing items and is used along with other materials to make items such as patches or bacta tanks which can restore a player's [[HP]]. Alazhi must be processed in a laboratory in order to produce Bacta.<br />
<br />
===Duracrete===<br />
[[File:Duracrete.jpg|Duracrete]]<br />
<br />
A common material, Duracrete is one of the core components of any building or [[Production_(Facilities)|construction]] work. Large amounts of this may be required to provide the foundations.<br />
<br />
===Durelium===<br />
[[File:Durelium.jpg|Durelium]]<br />
<br />
Found in forest, jungle or glacier terrains, Durelium is a moderately rare material which is solely used in the construction of [[Production_(Ships)|ships]] as part of the Hyperdrive.<br />
<br />
===Hibridium===<br />
[[File:Hibridium.jpg|Hibridium]]<br />
<br />
Hibridium is a rare ore found in crater, glacier, and ocean terrains, often in small quantities. Its primary use is that of stealth and cloaking capabilities, allowing ships fitted with such devices to evade enemy sensors.<br />
<br />
===Laboi===<br />
[[File:Laboi.jpg|Laboi]]<br />
<br />
Another rare material found on most rocky terrain types.<br />
<br />
===Lommite===<br />
[[File:Lommite.jpg|Lommite]]<br />
<br />
A common ore, this is primarily used in all production types as Transparisteel, or essentially hardened transparent metal, creating view ports.<br />
<br />
===Meleenium===<br />
[[File:Meleenium.jpg|Meleenium]]<br />
<br />
Meleenium is a very common ore found in large quantities and is essential in the production process and is used in almost everything from guns and tools through to large starships and buildings. <br />
<br />
===Nova===<br />
[[File:Nova.jpg|Nova]]<br />
<br />
Nova is primarily used as explosives. It is a volatile crystal which can form the core of any bomb device. It can also be purified and combined to form the [[Nova Crystal]], a form of currency.<br />
<br />
===Quantum===<br />
[[File:Quantum.jpg|Quantum]]<br />
<br />
A rather uncommon material, Quantum is another substance which has almost universal use as a production material like Meleenium. This often makes up the armour component of an entity.<br />
<br />
===Rockivory===<br />
[[File:Rockivory.jpg|Rockivory]]<br />
<br />
Rockivory is common and is used in the creation of anti-gravity units such as repulsorlifts for use on skimmers or hovercraft, which use such generators to lift themselves off the ground and fly over terrain.<br />
<br />
===Rudic===<br />
[[File:Rudic.jpg|Rudic]]<br />
<br />
Rudic is a core component in most electronic devices, useful for creating sensors or basic computer components. An uncommon resource but essential for spacecraft and vehicles.<br />
<br />
===Ryll===<br />
[[File:Ryll.jpg|Ryll]]<br />
<br />
Ryll is a rare narcotic substance and is the opposite to bacta. Like bacta it must be refined in a lab and can be used to create fake medical items which appear the same but on use not result in any [[Medicine|healing]].<br />
<br />
===Tibannagas===<br />
[[File:Tibannagas.jpg|Tibannagas]]<br />
<br />
This gaseous substance is a core component used in the construction of lasers or blasters and is only found on gas giant atmospheres.<br />
<br />
===Varium===<br />
[[File:Varium.jpg|Varium]]<br />
<br />
Varium is a rare substance but is also useful in the production of electronic devices along with Rudic and is part of the construction requirements for many droids.<br />
<br />
===Varmigio===<br />
[[File:Varmigio.jpg|Varmigio]]<br />
<br />
Another essential material required to create a working hyperdrive along with Durellium.<br />
<br />
==Valuable Gemstones==<br />
<br />
Additionally there are gemstones which have no current purpose in creating items or weapons and may be used for aesthetic purposes or a show of wealth. These gemstones are:<br />
<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:Vertex.jpg|center]]Vertex || [[File:Lowickan.jpg|center]]Lowickan || [[File:Berubian.jpg|center]]Berubian <br />
|}</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Nova_Crystal&diff=3787Nova Crystal2018-09-18T00:33:25Z<p>Evan Bluvius: Fixing broken link</p>
<hr />
<div>Nova Crystals are an item that was, at one point, controlled by The Krath Dynasty, a [[Factions|faction]] in [[SWC]]. Some players and factions will accept Nova Crystals as an alternative form of currency to the [[Credits|credit]] in trades, however the SWC server will not accept them as payment for server based activities (such as [[Construction]], [[Prospecting]] etc).<br />
<br />
==What Are They?==<br />
[[File:NCitemb2.png|right]] Nova Crystals are produced like any other object, through factories and manufacturing, requiring Nova in order to make them. These crystals have an equivalent credit value which the faction defines and will readjust on a regular basis. Players may accumulate several of them and opt to trade these with others instead of credits.</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Nova_Crystal&diff=3786Nova Crystal2018-09-18T00:32:57Z<p>Evan Bluvius: Clarifying the current state of nova crystals</p>
<hr />
<div>Nova Crystals are an item that was, at one point, controlled by The Krath Dynasty, a [[Factions|faction]] in [[SWC]]. Some players and factions will accept Nova Crystals as an alternative form of currency to the [[Credits|credit]] in trades, however the SWC server will not accept them as payment for server based activities (such as [[Production (Facilities)|building]], [[Prospecting]] etc).<br />
<br />
==What Are They?==<br />
[[File:NCitemb2.png|right]] Nova Crystals are produced like any other object, through factories and manufacturing, requiring Nova in order to make them. These crystals have an equivalent credit value which the faction defines and will readjust on a regular basis. Players may accumulate several of them and opt to trade these with others instead of credits.</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Force_Skills&diff=3785Force Skills2018-09-18T00:28:03Z<p>Evan Bluvius: Clarified some of the statements on this page with regard to current implementations.</p>
<hr />
<div>There are a total of 32 force skills available. In order to use any of them a player must be [[The_Force|Force Sensitive]]. Most of these are currently unavailable and have not been finalised. Descriptions of how the skill is intended to operate is provided but these are subject to change pending combat release and further developments. Powers may be added or removed at any time. Using many of these powers requires Force Points and some are affected by the users armour. Also, many of them have a recharge time which means no force power can be activated during that recharge period.<br />
<br />
==Telepathy==<br />
====[[File:Skillnimp.gif]] Stasis====<br />
<br />
<span style="color:#00FF00">Light Side</span><br />
<br />
This power is intended to stop hostile foes. Using this power, a force user may attempt to stun a number of targets equal to their level in this skill. The victims may successfully resist the test however if they are unsuccessful they will each be halted for a number of hours dependant upon their resistance.<br />
<br />
====[[File:Skillnimp.gif]] Force Aura====<br />
<br />
<span style="color:#00FF00">Light Side Skill</span><br />
<br />
This power intends to reduce all incoming damage on the user by a percentage amount for 24 hours.<br />
<br />
====[[File:Skillnimp.gif]] Empathy====<br />
<br />
<span style="color:#00FF00">Light Side Skill</span><br />
<br />
Empathy allows the user to reduce the aggressiveness of certain creatures or NPCs. It may ultimatly allow them to avoid a fight by making an angry creature potentially friendly long enough to act.<br />
<br />
====[[File:Skillnimp.gif]] Battle Meditation====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
Using Battle Meditation, a character may be able to reduce the refire rate on all party members. At present there are time limitations on how often a player can attack. Using this, those time limitations can be reduced.<br />
<br />
====[[File:Skillnimp.gif]] Mind Trick====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
Mind Trick allows the user to create a completely new identity to mislead others. They will be able to modify their name, appearance and faction identity. This may apply to both player characters an NPCs.<br />
<br />
====[[File:Skillnimp.gif]] Horror====<br />
<br />
<span style="color:#FF0000">Dark Side Skill</span><br />
<br />
A dark side force user can attempt to scare their enemies away using Horror. If successful, affected characters will involuntarily try to escape the character in any direction, trying to flee from the terrifying image. If they are unable to do so then they may fall unconscious.<br />
<br />
====[[File:Skillnimp.gif]] Force Scream====<br />
<br />
<span style="color:#FF0000">Dark Side Skill</span><br />
<br />
Using the power of the force, a dark side user can use their very voice to damage targets. Force Scream can damage a target in the users rage and also cause attack and defence penalties upon them for a period of time.<br />
<br />
==Telekinesis==<br />
====[[File:Skillnimp.gif]] Disable Droid====<br />
<br />
<span style="color:#00FF00">Light Side Skill</span><br />
<br />
A light side force user may be able to use the force to disable droids. They will suffer an amount of hull damage which may destroy or disable them.<br />
<br />
====[[File:Skillnimp.gif]] Lightsaber Throw====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
A force user who has a light sabre may be able to throw their light sabre at a target or group of targets. Using the force it can be thrown, potentially deal damage to a target and return back to the user. They will then check to see if they can catch the light sabre else it must be re-equipped.<br />
<br />
====[[File:Skillnimp.gif]] Push====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
Push allows a user to force players, NPCs or droids aside either with intent to move or to cause severe harm. Affected users may find themselves moved a distance away from where they started and may be stunned or suffer attack penalties for a period of time.<br />
<br />
====[[File:Skillnimp.gif]] Pull====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
A force user may be able to pull the weapon or item of another character out of their hand and into their own. This may be used to disarm an opponent.<br />
<br />
====[[File:Skillfimp.gif]] Speed====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
Using the force, a player can achieve extreme speeds. This could either be used to allow them to rapidly run across open ground, covering vast distances or to quickly equip a weapon from their inventory without penalty.<br />
<br />
====[[File:Skillpimp.gif]] Deflection====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
By using intelligence and telepathy, a force user may be able to work out the path of a projectile weapon. They may then be able to deflect the shot using a lightsabre. Deflection increases your armour protection against incoming shots for a period of time.<br />
<br />
====[[File:Skillnimp.gif]] Choke====<br />
<br />
<span style="color:#FF0000">Dark Side Skill</span><br />
<br />
A dark side force user may be able to damage the target from a distance, binding the target. The victim will be unable to move and will also take damage for as long as the power is active.<br />
<br />
==Life==<br />
====[[File:Skillfimp.gif]] Heal====<br />
<br />
<span style="color:#00FF00">Light Side Skill</span><br />
<br />
Using the force, a player can restore health to a player, creature or NPC at their location. Any parties at the users location can be healed for an amount of health based on their Life facet value and their strength in Healing. The amount of Force Points used is based on the number of entities that receive healing.<br />
<br />
====[[File:Skillfimp.gif]] Revitalize====<br />
<br />
<span style="color:#00FF00">Light Side Skill</span><br />
<br />
This ability allows the user to awaken players who have fallen unconscious. They will be restored to life with a percentage of their maximum health. It cannot bring a user back who has died.<br />
<br />
====[[File:Skillnimp.gif]] Force Body====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
In a difficult situation, a force user can reduce the point cost of a force skill by a percentage and use some of their own health points instead.<br />
<br />
====[[File:Skillnimp.gif]] Hide====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
The force can be used to conceal a users movement. This skill adds a bonus to a users stealth skill and may be used to slip past hostile characters undetected. Note that any hostile action will break the stealth mode.<br />
<br />
====[[File:Skillnimp.gif]] Sight====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
The force can also be used to reveal hidden characters. It can be used to improve their perception stat to enable them to find those attempting to evade detection.<br />
<br />
====[[File:Skillnimp.gif]] Drain Life====<br />
<br />
<span style="color:#FF0000">Dark Side Skill</span><br />
<br />
Any target within contact range will have a percentage of their health drained from them. Some of this will also be given to the user, recovering their own health.<br />
<br />
====[[File:Skillnimp.gif]] Affliction====<br />
<br />
<span style="color:#FF0000">Dark Side Skill</span><br />
<br />
Affliction can be used to severely weaken a target. Random General skills are reduced for a period of time, which may reduce the targets defensive or offensive capabilities. The power may also poison the target, causing health damage over time until treated.<br />
<br />
==Energy==<br />
====[[File:Skillnimp.gif]] Force Barrier====<br />
<br />
<span style="color:#00FF00">Light Side Skill</span><br />
<br />
This power protects the user from attacks from any non projectile weapon they are hit by (excluding Lightsabres). The first few points of damage off a hit are reduced by an amount dependant on their skill.<br />
<br />
====[[File:Skillnimp.gif]] Force Resistance====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
A force user may be able to resist the effect of incoming hostile force powers. If the attack came from someone outside the party then there is a percentage chance of neutralising the power completely, it will not affect them at all.<br />
<br />
====[[File:Skillnimp.gif]] Energy Resistance====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
Energy Resistance reduces the damage caused to the user from energy weapon attacks. It works in the same way as Force Barrier, reducing the first few points of damage on an attack.<br />
<br />
====[[File:Skillnimp.gif]] Force Suppresion====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
The user may be able to suppress the effects of positive force powers on others. If a target is benefiting from a bonus from any force power then this skill may be able to negate that bonus and stop it from being reused for an amount of time.<br />
<br />
====[[File:Skillnimp.gif]] Precognition====<br />
<br />
<span style="color:#F0E68C">Neutral Skill</span><br />
<br />
Force users may be able to see into the future to a point and may be able to accurately predict certain people arriving at that location.<br />
<br />
====[[File:Skillnimp.gif]] Lightning====<br />
<br />
<span style="color:#FF0000">Dark Side Skill</span><br />
<br />
Bolts of lightning erupt from the user and can damage one or multiple targets. Victims may be able to dodge the attack<br />
<br />
====[[File:Skillnimp.gif]] Drain Force====<br />
<br />
<span style="color:#FF0000">Dark Side Skill</span><br />
<br />
Dark side force users may be able to drain the force points of force attuned users and replenish their own reserves. They gain a percentage of all force points drained from the victim with any extra being lost.<br />
<br />
==Universal==<br />
<br />
''All Universal skills are currently considered Neutral Skills.''<br />
<br />
====[[File:Skillfimp.gif]] Meditation====<br />
<br />
Meditation allows the user to increase their rate of force point regeneration. This can be used both passively and actively. Passively, the amount of points recovered increases as they go about their business. if they actively choose to meditate then they will be unable to move or act but they recover additional force points every two hours.<br />
<br />
====[[File:Skillfimp.gif]] Force Detection====<br />
<br />
Force detection allows the user to detect the force abilities of players around them. The force user must be in the same location as the tester in order to take the test. They will be given the option to reveal the result to the subject. They will proceed to test the subject and will either find out if the target is or is not force sensitive. They may also need to retake the test occasionally. If they reveal the outcome to the target then they will be made aware of being force attuned and allow them to start learning and developing their own force skills.<br />
<br />
====[[File:Skillnimp.gif]] Lightsaber Combat====<br />
<br />
Using a lightsabre, a user can attempt to fight with it. This works alongside their existing weapon skill value.<br />
<br />
====[[File:Skillnimp.gif]] Force Crafting====<br />
<br />
This skill affects the construction of various force related objects.</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Recycling&diff=3784Recycling2018-09-18T00:15:09Z<p>Evan Bluvius: Adding section for cost. Added some notional recycle times that one could expect.</p>
<hr />
<div>[http://www.swcombine.com/rules/?Recycling Recycling] is where you break apart an entity, destroying it to recover some of its [[Raw Materials]].<br />
<br />
==Entities with Recycling Capabilities==<br />
There are two mobile assets that can be used to recycle entities:<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:EVS Construction Droid.png|center]][http://www.swcombine.com/rules/?Ground_Vehicles&ID=64 EVS Construction Droid] || [[File:GRZ-6B Wrecker.jpg|center]][http://www.swcombine.com/rules/?Heavy_Freighters&ID=120 GRZ-6B Wrecker]<br />
|}<br />
<br />
There are also five immobile assets that have recycling capabilities:<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:RecyclingPlant.gif|center]][http://www.swcombine.com/rules/?5x5&ID=52 Recycling Plant] || [[File:Recycling I.jpg|center]][http://www.swcombine.com/rules/?Space_Stations&ID=9 Recycling I] || [[File:Recycling II.png|center]][http://www.swcombine.com/rules/?Space_Stations&ID=10 Recycling II] || [[File:Recycling III.jpg|center]][http://www.swcombine.com/rules/?Space_Stations&ID=11 Recycling III] || [[File:Recycling IV.jpg|center]][http://www.swcombine.com/rules/?Space_Stations&ID=12 Recycling IV]<br />
|}<br />
<br />
==Requirements==<br />
* The person wishing to start the recycling process needs to be a member of a Recycling Faction<br />
* The person wishing to start the recycling process needs to be in a recycling entity and be located next to the entity that is to be recycled.<br />
* The entity to be recycled must be managed by the Recycling Faction or be a wreck<br />
* The entity to be recycled must be unprotected (unless it is a HQ)<br />
<br />
==How Do I Recycle?==<br />
Once you meet the above requirements, you can begin to recycle. To do so, do the following:<br />
<br />
* ::Control::<br />
* Click [Enter Cockpit] or [Building Management] depending on the entity being used to start recycling.<br />
* Click the [Actions] button on the central horizontal bar.<br />
* Click the [Recycle] button on the left.<br />
* Click the [Recycle] button that is next to the entity that is to be recycled. <br />
<br />
Before you start recycling, you will be shown all the available entities that could be recycled. It will give you details on the entity you are recycling, such as:<br />
<br />
* Name<br />
* Type<br />
* Recycle Time - the time it will take to finish recycling<br />
* Recycle Cost - the cost it will take to recycle the entity<br />
<br />
After you start recycling, you can check back to see the progress of the Recycling and the estimated time remaining for the job to complete.<br />
<br />
Additionally, Recycling Plants and Recycling Stations are capable of queuing recycling jobs. As long as the requirements for recycling are met, they will automatically start the next recycling job in the queue.<br />
<br />
==Material Return==<br />
The amount of materials returned is determined by several factors:<br />
* Wrecked entities (i.e., entities with Hull equal to 0) return about half the Raw Materials as non-wrecked entities (wrecked entities also take about half as long to recycle as non-wrecked entities)<br />
* Your repair skill. A higher repair skill will result in a slightly higher amount of Raw Materials recovered (at the expense of a slightly longer recycle time)<br />
* The entity used to recycle. If the recycling entity's capacity is reached, all excess Raw Materials are lost. For this reason, the [http://www.swcombine.com/rules/?Ground_Vehicles&ID=64 EVS Construction Droid]'s main advantage over the [http://www.swcombine.com/rules/?Heavy_Freighters&ID=120 GRZ-6B Wrecker] is its larger cargo capacity. It should also be noted that all stations and ships recycled by the EVS or GRZ-6B automatically spawn [http://www.swcombine.com/rules/?Cargo_Containers&ID=172 Class-A Cargo Containers] containing all of the Raw Materials that were recovered, so the capacity of the recycling entity is not a concern in this case.<br />
<br />
NOTE: Cargo Containers and Escape Pods may be recycled, but do not return any raw material<br />
<br />
Any Raw Material returned as a result of recycling will be owned by the owner of the recycling entity.<br />
<br />
==Time to Recycle==<br />
Not only does one's repair skill and entity's wrecked status affect recycling time, but the entity used to recycle also has a significant impact:<br />
* The EVS recycles at the slowest rate of all recycling entities<br />
* The GRZ-6B Wrecker recycles 40% faster than the EVS<br />
* The Recycling Plant and Recycling Stations recycle 60% faster than the EVS<br />
<br />
Using an EVS, one can expect the following recycle times:<br />
* Fighter (wrecked): ~1 day<br />
* Gunboat/Light Freighter (wrecked): ~1 week<br />
* Heavy Freighter (wrecked): ~1 month<br />
* Capital Ship (wrecked): 3-6 months<br />
<br />
==Cost==<br />
The recycling cost is equal to half of the Raw Value for the recycled entity, as listed on the entity's rules page. The cost of recycling is deducted from the credits of the owner of the recycling entity. For cities, the recycling cost is equal to one tenth of the city creation cost.<br />
<br />
==XP==<br />
The person that started the recycling job earns a flat rate of 20 XP per recycling job.<br />
<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Recycling&diff=3783Recycling2018-09-16T19:46:43Z<p>Evan Bluvius: Updated formatting and clarified some of the statements made. Added images of recycling entities; added information regarding time to recycle and XP</p>
<hr />
<div>[http://www.swcombine.com/rules/?Recycling Recycling] is where you break apart an entity, destroying it to recover some of its [[Raw Materials]].<br />
<br />
==Entities with Recycling Capabilities==<br />
There are two mobile assets that can be used to recycle entities:<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:EVS Construction Droid.png|center]][http://www.swcombine.com/rules/?Ground_Vehicles&ID=64 EVS Construction Droid] || [[File:GRZ-6B Wrecker.jpg|center]][http://www.swcombine.com/rules/?Heavy_Freighters&ID=120 GRZ-6B Wrecker]<br />
|}<br />
<br />
There are also five immobile assets that have recycling capabilities:<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:RecyclingPlant.gif|center]][http://www.swcombine.com/rules/?5x5&ID=52 Recycling Plant] || [[File:Recycling I.jpg|center]][http://www.swcombine.com/rules/?Space_Stations&ID=9 Recycling I] || [[File:Recycling II.png|center]][http://www.swcombine.com/rules/?Space_Stations&ID=10 Recycling II] || [[File:Recycling III.jpg|center]][http://www.swcombine.com/rules/?Space_Stations&ID=11 Recycling III] || [[File:Recycling IV.jpg|center]][http://www.swcombine.com/rules/?Space_Stations&ID=12 Recycling IV]<br />
|}<br />
<br />
==Requirements==<br />
* The person wishing to start the recycling process needs to be a member of a Recycling Faction<br />
* The person wishing to start the recycling process needs to be in a recycling entity and be located next to the entity that is to be recycled.<br />
* The entity to be recycled must be managed by the Recycling Faction or be a wreck<br />
* The entity to be recycled must be unprotected (unless it is a HQ)<br />
<br />
==How Do I Recycle?==<br />
Once you meet the above requirements, you can begin to recycle. To do so, do the following:<br />
<br />
* ::Control::<br />
* Click [Enter Cockpit] or [Building Management] depending on the entity being used to start recycling.<br />
* Click the [Actions] button on the central horizontal bar.<br />
* Click the [Recycle] button on the left.<br />
* Click the [Recycle] button that is next to the entity that is to be recycled. <br />
<br />
Before you start recycling, you will be shown all the available entities that could be recycled. It will give you details on the entity you are recycling, such as:<br />
<br />
* Name<br />
* Type<br />
* Recycle Time - the time it will take to finish recycling<br />
* Recycle Cost - the cost it will take to recycle the entity<br />
<br />
After you start recycling, you can check back to see the progress of the Recycling and the estimated time remaining for the job to complete.<br />
<br />
Additionally, Recycling Plants and Recycling Stations are capable of queuing recycling jobs. As long as the requirements for recycling are met, they will automatically start the next recycling job in the queue.<br />
<br />
==Material Return==<br />
The amount of materials returned is determined by several factors:<br />
* Wrecked entities (i.e., entities with Hull equal to 0) return about half the Raw Materials as non-wrecked entities (wrecked entities also take about half as long to recycle as non-wrecked entities)<br />
* Your repair skill. A higher repair skill will result in a slightly higher amount of Raw Materials recovered (at the expense of a slightly longer recycle time)<br />
* The entity used to recycle. If the recycling entity's capacity is reached, all excess Raw Materials are lost. For this reason, the [http://www.swcombine.com/rules/?Ground_Vehicles&ID=64 EVS Construction Droid]'s main advantage over the [http://www.swcombine.com/rules/?Heavy_Freighters&ID=120 GRZ-6B Wrecker] is its larger cargo capacity. It should also be noted that all stations and ships recycled by the EVS or GRZ-6B automatically spawn [http://www.swcombine.com/rules/?Cargo_Containers&ID=172 Class-A Cargo Containers] containing all of the Raw Materials that were recovered, so the capacity of the recycling entity is not a concern in this case.<br />
<br />
NOTE: Cargo Containers and Escape Pods may be recycled, but do not return any raw material<br />
<br />
==Time to Recycle==<br />
Not only does one's repair skill and entity's wrecked status affect recycling time, but the entity used to recycle also has a significant impact:<br />
* The EVS recycles at the slowest rate of all recycling entities<br />
* The GRZ-6B Wrecker recycles 40% faster than the EVS<br />
* The Recycling Plant and Recycling Stations recycle 60% faster than the EVS<br />
<br />
==XP==<br />
The person that started the recycling job earns a flat rate of 20 XP per recycling job.<br />
<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:Recycling_IV.jpg&diff=3782File:Recycling IV.jpg2018-09-16T19:31:27Z<p>Evan Bluvius: Default image for the Recycling IV station</p>
<hr />
<div>== Summary ==<br />
Default image for the Recycling IV station</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:Recycling_III.jpg&diff=3781File:Recycling III.jpg2018-09-16T19:30:56Z<p>Evan Bluvius: Default image for the Recycling III station</p>
<hr />
<div>== Summary ==<br />
Default image for the Recycling III station</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:Recycling_II.png&diff=3780File:Recycling II.png2018-09-16T19:30:17Z<p>Evan Bluvius: Default image for the Recycling II station</p>
<hr />
<div>== Summary ==<br />
Default image for the Recycling II station</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:Recycling_I.jpg&diff=3779File:Recycling I.jpg2018-09-16T19:29:17Z<p>Evan Bluvius: Default image for the Recycling I station</p>
<hr />
<div>== Summary ==<br />
Default image for the Recycling I station</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:RecyclingPlant.gif&diff=3778File:RecyclingPlant.gif2018-09-16T19:26:38Z<p>Evan Bluvius: Default image for the Recycling Plant</p>
<hr />
<div>== Summary ==<br />
Default image for the Recycling Plant</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:GRZ-6B_Wrecker.jpg&diff=3777File:GRZ-6B Wrecker.jpg2018-09-16T19:24:36Z<p>Evan Bluvius: 100x100 default image for the GRZ-6B Wrecker</p>
<hr />
<div>== Summary ==<br />
100x100 default image for the GRZ-6B Wrecker</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:EVS_Construction_Droid.png&diff=3776File:EVS Construction Droid.png2018-09-16T19:23:19Z<p>Evan Bluvius: 100x100 default image for the EVS Construction Droid</p>
<hr />
<div>== Summary ==<br />
100x100 default image for the EVS Construction Droid</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=NPC_Transport&diff=3728NPC Transport2018-09-14T11:15:00Z<p>Evan Bluvius: Mostly minor typos and formatting</p>
<hr />
<div>NPC Travel is an automated method of transport where the server spawns a ship that takes you and your party to another location. Players board a [http://www.swcombine.com/rules/?Light_Freighters&ID=138 StarSpeeder 3000] that is automatically flown for them to their chosen destination.<br />
<br />
==How Do I Use It?==<br />
You will need to be in a [http://www.swcombine.com/rules/?4x8&ID=78 Starport] in order to use this feature. However, you cannot go into any starport and start travel. There are a series of restrictions that determine where you can leave from, and where you can go:<br />
<br />
{| Border="1"<br />
|-<br />
| '''Where are you?''' || '''Where can you go to?''' <br />
|-<br />
| NPC-owned Starport || NPC-owned Starports<br />
|-<br />
| || Your faction's starports (open to crewlist and you are on the crewlist)<br />
|-<br />
| || Your faction's starports (open to your faction)<br />
|-<br />
| || Your faction's starports (open to all) <br />
|-<br />
| Starport owned by a Transportation faction || Transportation faction starports (open to all)<br />
|-<br />
| || Transportation faction starports (open to crewlist and you are on the crewlist)<br />
|-<br />
| || Your faction's starports (open to crewlist and you are on the crewlist)<br />
|-<br />
| || Your faction's starports (open to your faction)<br />
|-<br />
| || Your faction's starports (open to all) <br />
|}<br />
<br />
<span style="color:red">NOTE: If this is your first time using the NPC Transport system, your faction's headquarters will also be available as destinations. You should confirm the appropriate destination with your faction's representative prior to starting travel.</span><br />
<br />
If you are in a relevant starport, you can use the NPC transport using the following method:<br />
<br />
* Enter Starport (this is done by walking to any side of it)<br />
* When in the Starport, click NPC Transport (it should now give you a list of destinations)<br />
* You can press Ctrl+F and search for your desired destination<br />
* Select a Starport and pay for the ticket (if a lightning symbol appears, it is not powered)<br />
<br />
<br />
NPC starports are located on all [http://www.swcombine.com/rules/?Races race] homeworlds. These will be easily spotted on the planet view map due to the unique city image they have. This image looks like this:<br />
<br />
[[File:Citystar.png|left]]<br />
<br />
<br />
<br />
<br />
<br />
<br />
==I've Started Travel, Now What?==<br />
Congratulations, you are now on your way to your destination. You should have been given a rough indication of how long the trip will take when you were arranging the transport. You should stay on board the StarSpeeder 3000 until you reach your destination, whereupon you will be kicked out of the ship and you will find yourself in the starport you were heading to.<br />
<br />
In the meantime, there is not much you can do with your character, beyond looking through the forums, and talking with other players. There are two rooms that you can walk between if you so wish. These rooms will have some descriptions that will give a flavour of the room, as well as give you an ETA for the current leg of the trip. Your itinerary will look something like this:<br />
<br />
{| Border="1"<br />
|-<br />
| '''Stage of Travel''' || '''Time Taken'''<br />
|-<br />
| Ascending to Atmosphere || 1 hour<br />
|-<br />
| Ascending to Orbit || 1 hour<br />
|-<br />
| Moving out of Grav Well || ''variable'', between a few minutes and several hours<br />
|-<br />
| Hyper || hours to days, depending on distance between systems<br />
|-<br />
| Sublight to planet || generally a few hours<br />
|-<br />
| Descending to Atmosphere || 1 hour<br />
|- <br />
| Descending to Starport || 1 hour<br />
|}<br />
<br />
There will be about an hour or so wait between each leg of the journey.<br />
<br />
[[Category:Game Features]]<br />
[[Category:Basic Activities]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Star_Wars_Combine&diff=3704Star Wars Combine2018-09-11T03:17:25Z<p>Evan Bluvius: Minor updates and typos</p>
<hr />
<div>The Star Wars Combine is a game set in the Star Wars Universe. The game has been online since 1998 and although it is technically a browser game, it sees itself rather as an MMORPG. It is programmed and run entirely by volunteers, so playing is free. There are no monthly charges and no premium features that are restricted to players who register a paid account.<br />
<br />
The game is player driven; all roles - from the emperor or commander of the Rebel Alliance to the fighter pilots - are open for player characters. Full [[Combat#Player_vs._Player_Ground_Combat_.28Beta.29|Player vs. Player (PvP) Combat]] is not implemented yet, but there are opportunities for [[Hunting|Player vs. Environment (PvE)]] combat. Additionally, the player driven economy offers many options to mine, trade, or build cities, facilities and stations.<br />
Any new player can [[Creating_your_Character|create]] their individual character selecting from various skills and more than 50 different races from Star Wars (Wookiees, Twi`leks, etc.). They can then join an existing group - from the infamous Empire to less famous smaller production, trading or even pirate groups - and later, even found their own company or faction.<br />
<br />
There are more than 5,000 planets that can be explored and colonized. Player characters can own their own ships, vehicles, buildings, cities or even companies. Also player groups ("factions") can be owners of anything, setting the Star Wars Combine apart from alliances and guilds in many other similar games.<br />
<br />
The Star Wars Combine offers many roles to choose from, and thus allows the player to not only live their own dream of being whatever they want in the Star Wars universe, but also to adapt the game to their own favored style of play; playing the game as more of an adventure, a strategy game, a business sim, or just enjoying the lively community of like minded gamers and Star Wars fans.<br />
<br />
Despite the current lack of PvP combat, the Star Wars Combine offers a complexity and variety rather unusual for free browser games. If you like Star Wars, you should really [[Creating_an_Account|give it a go]].</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Faction&diff=3703Faction2018-09-11T03:11:41Z<p>Evan Bluvius: Updating numbers and values to match latest sync with faction requirements. Some relatively minor tweaks to flow and typos.</p>
<hr />
<div>'''Factions''' (or "Combine Member Groups") are more or less Guilds of [[SWC]]. They are collections of players that have gathered together under a mutual idea, agreement, or simply to make money. Not anyone can make a Faction, though anyone could lead one. The following should help you better understand Factions, what they are, what they can do and other related topics.<br />
<br />
==Factions are more than Guilds==<br />
<br />
Guilds are often an association of character or players. But Factions are more powerful in [[SWC]] than Guilds in most other games. They have advanced features to administrate their members and their assets. They can own things and allow their members to use them. Factions can even own other Factions. Factions can take on the role that companies, societies or even governments have in real life.<br />
<br />
==Making a Faction==<br />
Making a faction is a lot more complicated than in many other games. A series of requirements need to be met before being able to create one. These are listed below:<br />
<br />
* Capital - how much depends on which faction type you are trying to make. The cheapest faction type requires 50,000,000 credits in asset value.<br />
* Registration Fee - this ranges from 50,000,000cr to 200,000,000cr depending on faction type.<br />
* 7x7 Facility - faction creation will convert a 7x7 facility owned by you into the faction HQ.<br />
* Art - several banners and logos are required to identify your faction.<br />
<br />
Some requirements are different for different types of Factions. You can see the complete list of requirements on the [http://www.swcombine.com/rules/?Faction_Creation Faction Creation] rules page.<br />
<br />
==Faction types==<br />
<br />
There are various types of factions. Examples of faction types would be Government, Mining or Pirates. Not all game features are equally available to all types of factions, so that factions of different types will have to cooperate. For example, a Government will not be able to build ships for their navy without the help of a Manufacturing type faction.<br />
<br />
A full list of different faction types is available in the rules section: [http://www.swcombine.com/rules/?Faction_Creation Faction Creation]<br />
<br />
==Maintaining a Faction==<br />
<br />
Once you have established a faction, certain conditions must be maintained to ensure that the faction is not dissolved.<br />
<br />
If the active member count falls below a threshold then the faction will be in danger of dissolution. For all Government factions this requirement is 15 or more active members. All other faction types require just 1 member. If the number of members falls below that count then a notice is provided in the faction events page. This notice is sent once a day for 14 days, counting down until the last day at which point it is dissolved. If the member count returns above the threshold then the countdown is halted and it will count back upwards one day at a time.<br />
<br />
Government factions will not dissolve after the timer expires and will instead revert to the faction type it was before becoming a government. Additionally, they also lose access to all Government faction resources, including the ability to claim taxes.<br />
<br />
Should a faction be dissolved, then all assets owned by that faction will be placed on the [[Trading#Prices_and_Markets|Market]] for sale to the general public. NPCs will become the property of the player they are assigned to. All faction specific buildings such as Headquarters will be destroyed.<br />
<br />
<br />
[[Category: Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Creating_an_Account&diff=3644Creating an Account2018-09-05T12:07:09Z<p>Evan Bluvius: Adding link to Questions forum</p>
<hr />
<div>Firstly, welcome to the Star Wars Combine (SWC). If you have not yet created your account, there are several important points that you should understand.<br />
<br />
==First Page==<br />
When you click the link to join, the first page displays the terms and conditions for the game. Also, take note of the Multi Account warning just below. Players in Star Wars Combine (SWC) are allowed one account only, and therefore one character. Due to the nature of the game, having multiple accounts can give a significant and unfair advantage to players. SWC is based around communities of players, and making multiple accounts to bypass this is treated harshly.<br />
<br />
It is permissible for multiple players to access SWC on the same Internet connection; however, they must register themselves as such, in order that the administration can accurately track the player base. Please note that this type of account will be checked, as well as other accounts that appear on the same IP, and any determined to be owned by the same player will be banned for a set period of time (usually 30 days).<br />
<br />
==Second Page==<br />
This is where you set up the various details of your account, including your character's name.<br />
<br />
===Character Handle===<br />
This is what you would like to have as your character's name. It is also what you can use to log in to SWC (alternately, you can log in using your e-mail address). Because this is your name, several rules must be followed when selecting a handle, or your handle will be declined and you will need to submit a new one.<br />
<br />
* You must capitalise the first letter of all names.<br />
* You may not include any title or rank in your handle. (These are earned in game.)<br />
* You may not use the (full) name or last name of an existing Star Wars character.<br />
* You may not use the name of an existing character in a different universe.<br />
* You may not include any special characters or numbers in your handle.<br />
* You may not have a handle that does not sound like it could reasonably be a name. This includes phrases or obscenities in any language. Alien sounding names are fine.<br />
* You may not have a handle that closely resembles that of another player.<br />
* You must use a full first and last name.<br />
* You may not have a handle that closely resembles that of a famous real life person or organisation.<br />
<br />
A good rule of thumb is that if a person or character has a Wikipedia page, they are too notable for you to use their name as your handle.<br />
<br />
Combine staff reserve the right to reject names which they feel are inappropriate and may also force a user's name to change should circumstances require it.<br />
<br />
===E-mail===<br />
This is the email where your confirmation will be sent. It must therefore be a valid E-Mail address.<br />
<br />
===Personal Information===<br />
These sections are not required, and will not be viewable by other players unless you wish to allow them to do so.<br />
<br />
===Contact Information===<br />
Like personal information, this is not required and will not be viewable unless you allow it.<br />
<br />
===Other Information===<br />
Though not required, the drop down box helps the administration to determine which method is the best to advertise the game in order to obtain new players.<br />
<br />
The 'multi' text box is for those new players that will be using the same Internet connection as an existing player. Enter the existing player's handle in the box (separate with a comma if there are multiple players) and the administration will look into it and add you as necessary.<br />
<br />
==Approval Process and Times==<br />
All join requests are reviewed manually by an administrator or by the Join Team to ensure compliance with the handle and multi rules. No application is accepted automatically. Approval time is generally not longer than half a day unless the account is a multi account (legal or illegal) of an existing player. When the account is approved you will receive an email. The staff may also contact you for further information, if necessary.<br />
<br />
If the approval process takes longer than expected, please post in the [http://www.swcombine.com/forum/forum.php?forumID=215 Questions for the Admins] forum and someone from the staff will advise you further. <br />
<br />
Next step: [[Creating_your_Character|Character creation]]<br />
<br />
[[Category: Getting Started]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Eggs&diff=3643Eggs2018-09-05T01:36:30Z<p>Evan Bluvius: Minor typos and formatting</p>
<hr />
<div>[[File:MysteriousEgg.jpg|left]]As of Year 13 Day 228 (July 15th, 2012), wild [[creatures]] have a small chance of dropping a Mysterious Egg when [[Hunting|killed]] in [[combat]]. These eggs behave like normal [[trophy]] items and can be claimed by players. It can be hatched by interacting with an incubator, which is located in any ranch, zoo, and wildlife preserve. Mysterious Eggs always hatch into the creature type from which they were looted. Upon hatching, the resulting creature is owned by the individual who hatched the egg, and not by the owner of the egg.<br />
<br />
==Procedure==<br />
* Enter the facility (zoo, ranch, wildlife preserve) and locate the Egg Incubator item.<br />
* Equip the Mysterious Egg to a Utility slot. Do not keep the egg inside a knapsack or on ground.<br />
* Beside the Egg Incubator there is an "Interact" button; click on it.<br />
* If you've done everything correctly, you can see the following message:<br />
[Egg Incubator]<br />
The Incubator beeps and whirs. Lights inside blinking seemingly at random<br />
Detecting the egg you're holding, the Incubator opens up, revealing some sort of chamber<br />
* After that you will be asked the following:<br />
'''You place the egg inside the Incubator'''<br />
'''You walk away'''<br />
* Choose the first option if you want to hatch the egg, or the second option if you want to cancel the procedure.<br />
<br />
==Drop Frequency==<br />
Mysterious Eggs have a less than 5% chance of dropping from a killed creature, and larger creatures have a lower likelihood of dropping an egg than smaller creatures. Colossal creatures are the only type of creature that will never drop an egg.<br />
<br />
==Why Hatching Eggs?==<br />
The reasons why one wants to become Master (owner) of a creature are many and varied. Some people keep them for collection, some others use creatures as "body guards." Those who go hunting take their "pets" with them and let them loose against bandits or other creatures to finish the enemy down. It is also possible to sell them alive on the galactic markets (the Darkness Market or the Centrepoint Market, for example).<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Creature_Combat&diff=3642Creature Combat2018-09-05T01:25:26Z<p>Evan Bluvius: Minor typos and formatting</p>
<hr />
<div>Creature [[combat]] is where the player character [[hunting|fights]] wild beasts while out in the wilds of a planet. When entering a new terrain square, there is a random chance that up to three herds of creatures will spawn in that terrain square.<br />
<br />
Creatures will only spawn in surface areas that contain no other player characters or cities. The presence of NPCs, creatures, unmanned ships, and unmanned vehicles will not prevent creatures from spawning.<br />
<br />
Leaving the terrain square will cause the creatures present to despawn, unless another player character is present. Returning to the terrain square will cause another check for new spawns.<br />
<br />
Each creature has a specific selection of terrains on which it can spawn. This listing is found on the [http://www.swcombine.com/rules/?Creatures Creatures rules page] for each creature.<br />
<br />
==Creature classification==<br />
There are six different classifications of creature:<br />
<br />
'''Tiny''' - Tiny creatures like birds or rodents and often confronted in large swarms.<br />
<br />
'''Small''' - Small creatures are roughly equivalent in size to that of a cat or small dog. Some may attack in swarms but the majority are likely to be pack-based animals.<br />
<br />
'''Medium''' - Medium-sized beasts are often compared in stature and weight to that of large dogs and may often be found in small packs.<br />
<br />
'''Large''' - Large beings may rival a human in terms of size and weight, and often have the strength to match. These beasts usually occur in small numbers.<br />
<br />
'''Huge''' - Beings of great size, larger than a man, perhaps some as large as some vehicles. Huge creatures often spawn alone and can do massive damage to the unwary.<br />
<br />
'''Colossal''' - The largest class of creature, some of these beasts can rival a freighter in terms of their size and weight. Possessing exceptionally high health, strength, and physical endurance, these are not creatures that should be tackled without preparation. Often aggressive and territorial, they fortunately tend to spawn individually. Colossal creatures are the only creature type that do not drop [[eggs]].<br />
<br />
==Risks and Rewards==<br />
Fighting wild creatures has risks. Some beasts may be strong enough to cause significant damage to members of their party. Wild creatures cannot attack player characters unless they are first provoked outside of Derra, and they are unable to kill a player character. Instead, they will leave player characters with a single [[HP|health point]], at which point the player may not resume combat until they have sought medical attention. However, NPCs, droids, and friendly creatures can be killed by enemy creatures.<br />
<br />
Of course combat is not without its benefits. Experience points are earned for attacking wild creatures in combat, and the XP returns from combat are an ideal way to level up quickly. Additionally, on defeat a creature may drop a [[trophy]] item such as a tooth or scale for the player to collect.<br />
<br />
Finally, as of Year 13 Day 228, creatures of size huge or below have a less than 5% chance of dropping [[eggs]]. These eggs may be taken to an incubator, found in Wildlife Preserves, Zoos, and Ranches, where they can be hatched into the creature species from which they dropped. This creature becomes automatically owned by the character who hatched the egg.<br />
<br />
[[Category:Advanced Activities]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Combat&diff=3641Combat2018-09-05T01:19:50Z<p>Evan Bluvius: Added references and links to Space Combat and PvP Combat</p>
<hr />
<div>Combat consists of actions that are used to attack or defend from other players, NPCs, creatures, and other entities. There are a variety of different aspects to combat that are currently implemented.<br />
<br />
===Arrest and Execution===<br />
See [[Arrest and Execute]]<br />
<br />
This is the process where a player captures another player or NPC and then kills them. There are some severe restrictions as to its use, primarily that places where you can perform an A/E are limited by which faction you are in, and what territory they control. <br />
<br />
Attempting to arrest another character or NPC will run a skill check of the arrester against a skill check of the defender, and a successful attempt means that the target is then arrested. The arrested player character has only limited access to the game interface, only being able to access the forums and messaging or see their location.<br />
<br />
===Planetary Shields===<br />
See [[Shields]]<br />
<br />
This is a defensive application, used to prevent unwanted passage of players to a planet's surface. If a [http://www.swcombine.com/rules/?3x3&ID=28 Shield Generator] is linked to a [http://www.swcombine.com/rules/?5x5&ID=75 Computer Control Center], then anyone on the Computer Control Center's crewlist will have automatic access through the shield. Shields only prevent travel down to a planet's surface, anyone may ascend up through a shield.<br />
<br />
===Creature Combat===<br />
This is a form of combat where player characters use weapons to attack creatures that spawn on planet surfaces. See [[Creature Combat]] or [[Hunting]] for details and advice for engaging in creature combat.<br />
<br />
===Bandit Combat===<br />
This is a form of combat where player characters use weapons to attack bandit NPCs that spawn on planet surfaces. See [[Hunting]] for details and advice for engaging in bandit combat.<br />
<br />
===Space Combat (Alpha)===<br />
[http://www.swcombine.com/rules/?Space_Combat Space combat] has been released in an "alpha" state and involves Player-controlled squadrons of fighter- and gunship-class ships attacking hostile NPC-controlled ships in deep space [http://www.swcombine.com/rules/?Asteroid_Fields asteroid fields]. It is not yet possible to die from space combat; however, it <u>'''is'''</u> possible for your ship(s) to be destroyed. If your ship is destroyed, it will be turned into a wreck and you will be placed into an escape pod. It is highly recommended that you do not engage in space combat without a full squadron of ships.<br />
<br />
===Player vs. Player Ground Combat (Beta)===<br />
[http://www.swcombine.com/rules/?Ground_Combat#Combat_Beta Player vs. Player (PvP) ground combat] has been released in a "beta" state in the Derra and Serroco systems. In these systems, it is possible to attack (and be attacked by) other players. While in beta, players cannot fall below 1 [[HP]] and cannot attack if they only have 1 HP.<br />
<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Combat&diff=3640Combat2018-09-04T23:32:51Z<p>Evan Bluvius: Added a few links, clarified that shields only prevent travel down to a planet's surface</p>
<hr />
<div>Combat consists of actions that are used to attack or defend from other players, NPCs, creatures, and other entities. There are a variety of different aspects to combat that are currently implemented.<br />
<br />
===Arrest and Execution===<br />
See [[Arrest and Execute]]<br />
<br />
This is the process where a player captures another player or NPC and then kills them. There are some severe restrictions as to its use, primarily that places where you can perform an A/E are limited by which faction you are in, and what territory they control. <br />
<br />
Attempting to arrest another character or NPC will run a skill check of the arrester against a skill check of the defender, and a sucessful attempt means that the target is then arrested. The arrested player character has only limited access to the game interface, being able to access the forums and messaging or see their location.<br />
<br />
===Planetary Shields===<br />
See [[Shields]]<br />
<br />
This is a defensive application, used to prevent unwanted passage of players to a planet's surface. If a [http://www.swcombine.com/rules/?3x3&ID=28 Shield Generator] is linked to a [http://www.swcombine.com/rules/?5x5&ID=75 Computer Control Center], then anyone on the Computer Control Center's crewlist will have automatic access through the shield. Shields only prevent travel down to a planet's surface, anyone may ascend up through a shield.<br />
<br />
===Creature Combat===<br />
This is a form of combat where player characters use weapons to attack creatures that spawn on planet surfaces. See [[Creature Combat]] or [[Hunting]] for details and advice for engaging in creature combat.<br />
<br />
===Bandit Combat===<br />
This is a form of combat where player characters use weapons to attack bandit NPCs that spawn on planet surfaces. See [[Hunting]] for details and advice for engaging in bandit combat.<br />
<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Combat&diff=3639Combat2018-09-04T23:30:43Z<p>Evan Bluvius: </p>
<hr />
<div>Combat consists of actions that are used to attack or defend from other players, NPCs, creatures, and other entities. There are a variety of different aspects to combat that are currently implemented.<br />
<br />
===Arrest and Execution===<br />
See [[Arrest and Execute]]<br />
<br />
This is the process where a player captures another player or NPC and then kills them. There are some severe restrictions as to its use, primarily that places where you can perform an A/E are limited by which faction you are in, and what territory they control. <br />
<br />
Attempting to arrest another character or NPC will run a skill check of the arrester against a skill check of the defender, and a sucessful attempt means that the target is then arrested. The arrested player character has only limited access to the game interface, being able to access the forums and messaging or see their location.<br />
<br />
===Planetary Shields===<br />
See [[Shields]]<br />
<br />
This is a defensive application, used to prevent unwanted passage of players to a planet's surface. If a Shield Generator is linked to a Computer Control Center, then anyone on the Computer Control Center's crewlist will have automatic access through the shield. Shields prevent travel both to and from a planet's surface.<br />
<br />
===Creature Combat===<br />
This is a form of combat where player characters use weapons to attack creatures that spawn on planet surfaces. See [[Creature Combat]] or [[Hunting]] for details and advice for engaging in creature combat.<br />
<br />
===Bandit Combat===<br />
This is a form of combat where player characters use weapons to attack bandit NPCs that spawn on planet surfaces. See [[Hunting]] for details and advice for engaging in bandit combat.<br />
<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Medicine&diff=3638Medicine2018-09-04T23:29:45Z<p>Evan Bluvius: Added Kolto Patch to table; added note about timers; added link to medical entities.</p>
<hr />
<div>== Medical Items: What and How ==<br />
<br />
[http://www.swcombine.com/rules/?Medical_Items Medical items] will let you restore your own, another player's or an NPC's [[HP]].<br />
They can be produced by any medical faction.<br />
<br />
The following items are considered medical items and can be used to restore HP:<br />
<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:BactaPatch.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=107 Bacta Patch] || [[File:BactaRefill.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=114 Bacta Refill] || [[File:Emptybactatank.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=112 Bacta Tank] || [[File:HealingStick.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=111 Healing Stick] || [[File:KoltoPatch.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=399 Kolto Patch] || [[File:Medikit.png|center]] [http://www.swcombine.com/rules/?Medical_Items&ID=108 Medikit]<br />
|}<br />
<br />
To use a medical item, the following conditions must be met: <br />
<br />
*You and your target need to be at the same location.<br />
*You and your target must be in the same faction or be set as "Friend" on each other's IFF.<br />
*You and your target must not be part of another medical action.<br />
*For Bacta Tanks and Medikits: You need enough Bacta Refills inside the entity.<br />
*For Bacta Tanks: The Tank must be deployed in a medical room and you and your target must be in the same room.<br />
<br />
While being part of a medical action, neither you nor your target can move. Before being put into a Bacta Tank, the target automatically drops all equipped items.<br />
<br />
=== Drugs ===<br />
<br />
Trading factions may produce counterfeit medical items or drugs which look exactly like some medical items. These drugs are mainly made from Ryll and are cheaper to produce. However upon using them as a medical item, they result in 0 HP being recovered.<br />
<br />
=== Using a Medical Item ===<br />
<br />
To use a medical item on someone else, you have to apply it via the Item screen or - in case of the bacta tank - load the patient into the tank. After using a medical item, the following will happen to the medical item: <br />
*Bacta Patch / Ryll Patch / Kolto Patch: item is destroyed<br />
*Healing Stick / Death Stick: item is destroyed<br />
*Medikit: Medikit remains, 1 Bacta Refill / Ryfill inside is destroyed<br />
*Bacta Tank: Tank remains, all 3 Bacta Refills / Ryfills inside are destroyed<br />
<br />
== Equations ==<br />
{| Border="1" style="text-align:center;"<br />
|-<br />
| '''Item''' || '''Base Amount Healed''' || '''Refills Needed''' || '''Time/min'''<br />
|- <br />
| Kolto Patch || 3 || N/A || 30<br />
|-<br />
| Bacta Patch || 5 || N/A || 30<br />
|-<br />
| Healing Stick || 8 || N/A || 30<br />
|-<br />
| Medikit with Bacta Refill || 10 || 1 || 30<br />
|-<br />
| Bacta Tank with Bacta Refill || All HP Restored|| 3 || 600&dagger;<br />
|-<br />
| Ryll Patch || 0 || N/A || 30 <br />
|-<br />
| Death Stick || 0 || N/A || 30<br />
|-<br />
| Medikit with Bacta Ryfill || 0 || 1 || 30<br />
|-<br />
| Bacta Tank with Bacta Ryfill || 0 || 3 || 600&dagger;<br />
|}<br />
&dagger;NOTE: For most medical items, both the player using the item (the "healer") and the player being healed will enter into a Medical Timer. However, for Bacta Tanks, only the player being healed receives a timer, leaving the "healer" free to go about other activities.<br />
<br />
<br />
The amount of HP restored depends on the item used and the user's Medical Skill as per the following formula: <br />
<br />
HP restored = round(Base Amount Healed × (Medical Skill + 1)) <br />
<br />
If the healing is done within a [[#Entities with Medical Rooms|medical entity]], the healing power of the medical items is increased by a factor of 1.3:<br />
<br />
HP restored = round(Base Amount Healed × (Medical Skill + 1) × 1.3) <br />
<br />
The XP gained from using medical items is:<br />
<br />
XP gained = round(HP restored / 2)<br />
<br />
=== Example 1 ===<br />
<br />
Veynom has 12 HP left of his maximum of 85 HP. He has a Medical Skill of 3. He applies a Bacta Patch to heal his wounds. <br />
<br />
HP restored = 5 * (3 + 1) = 20<br />
XP gained = 20 / 2 = 10<br />
<br />
=== Example 2 ===<br />
<br />
Selatos has 20 HP left of his maximum 100 HP. He has a Medical Skill of 5. He uses a Medikit with a Bacta Refill to heal his wounds.<br />
<br />
HP restored = 10 * (5 + 1) = 60<br />
XP gained = 60 / 2 = 30<br />
<br />
=== Bacta Tanks ===<br />
<br />
Bacta Tanks can only be deployed in medical rooms. For a bacta tank to be deployed, it must be inside a medical room and no other tanks can be deployed in the same room. (i.e., you can only deploy a single tank in a room).<br />
<br />
Once deployed, the tank can be loaded with up to three Bacta Refills. Once a single refill is loaded, the tank cannot be undeployed, nor can the refill be taken out again. You cannot load more than three refills.<br />
<br />
Once three refills have been loaded, you can apply the tank to a patient (either yourself, another player or an NPC in your party). At that time, the patient will drop all items he's carrying and is loaded into the tank. He will be ejected once the healing process is completed.<br />
<br />
Any player can add an unconscious player to their party, and a Bacta Tank can be used to heal them above 0 HP.<br />
<br />
Bacta Tanks can be flushed, removing any previously loaded Bacta Refills (or Bacta Ryfills) in the process. This can only be done if no patient is present in the tank.<br />
<br />
== Entities with Medical Rooms ==<br />
<br />
The following entities contain one or more medical rooms. <br />
<br />
*Facilities:<br />
Asylum (1), Command Centre (1), Conference Centre (1), Government House (1), Hospital (6), Imperial Palace (2), Palace (1), Praxium (1), Royal Hapan Palace (1), Sith Temple (1) <br />
<br />
*Ships:<br />
Ardent-class Fast Frigate (1), Battle Dragon (1), Darkstar-class Battleship (1), EF65 Meridian-class Frigate (2), EF76 Nebulon-B Medical Frigate (4), Executor-class Star Destroyer (1), Imperial I-class Star Destroyer (1), Ithorian Herdship (1), Lucrehulk-class Battleship (1), MC-80 Home One-class Star Cruiser (1), MC-80a Star Cruiser (1), MC-80b Star Cruiser (1), Prometheus-class Star Craft (2), Pulsar Battle Cruiser (1), Sprint-class Rescue Craft (2), Veltraa-class Cruiser (1), Verpine-class Heavy Cruiser (1)<br />
<br />
*Vehicles:<br />
Conquest-class Carrier (1), Kettrifee Air Mover (4)<br />
<br />
*Space Stations:<br />
Centrepoint Station (1), Jubilee Wheel (4), Hospital Platform XQ-2 (3), Medical Factory Station (1)<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Combine_Points&diff=3637Combine Points2018-09-03T23:03:49Z<p>Evan Bluvius: Removed description of surveys and updated a few links.</p>
<hr />
<div>Combine Points (or CPs) are an OOC reward to players for helping the combine. There are a variety of ways of obtaining them, as well as uses for them. The number you currently have is shown on the sidebar, underneath your avatar and can be exchanged for a variety of [[ships]], [[vehicles]], [[droids]] and various other things.<br />
<br />
==Getting CPs==<br />
CPs are obtained from supporting the Combine in some way. Most players will get them from being active, while others will get them for helping with art, or descriptions etc.<br />
<br />
===Activity===<br />
This is the main method with which players will gain CPs, once per 24 hours, just for logging in/playing the game. The system currently works based on a window, where you must access the website between 24-48 hours after a reward to receive the next one, rather than using the calendar day to define the boundaries. The goal here is to help people who may only be able to play the game briefly on certain days, where that activity window may also overlap with the end of a calendar day according to the server, which could result in missed rewards. Continued activity over the course of multiple days will result in larger bonuses, capping at the maximum bonus on the 7th day without failure and every day after. <br />
<br />
You do not need to actually "log in" with your username+password; the normal activity checker for counting online players will trigger the check for you when you access the game in your browser. <br />
<br />
{|<br />
|'''Activity Streak''' || '''CPs'''<br />
|- <br />
|1 Day || 150<br />
|-<br />
|2 Days || 175<br />
|-<br />
|3 Days || 210<br />
|-<br />
|4 Days || 235<br />
|-<br />
|5 Days || 260<br />
|-<br />
|6 Days || 285<br />
|-<br />
|7+ Days || 310<br />
|}<br />
<br />
===Donations===<br />
You can donate to the Combine and receive some CPs for your trouble. You will receive 1,000 CPs for every US$1 you donate. Donation page is again, on the above site.<br />
<br />
===Helping===<br />
You can get CPs for helping enhance the Combine in many different ways. Helping to update descriptions for entities, creating new art for SWC to use can all get you more CP's.<br />
<br />
==Rewards==<br />
There are many things you can exchange CPs for including:<br />
*[http://www.swcombine.com/rules/?CP_Bonus_Ships CP Ships] - these must be spawned from inside a powered Starport or Landing Pad. <br />
*[http://www.swcombine.com/rules/?CP_Bonus_Vehicles CP Vehicles] - these must be spawned from inside a powered Garage, Hangar or Starport <br />
*[http://www.swcombine.com/rules/?CP_Bonus_Droids CP Droids] - these must be spawned from inside a powered Tavern, Hangar, Shop, Commerce Center or Factory.<br />
*[http://www.swcombine.com/rules/?NPCs#Custom_NPCs Custom NPCs] (which you can create your own [http://www.swcombine.com/rules/?Scripts script] for) and items (Custom NPCs exist solely for RP)<br />
*[[Custom_Images|Custom images]] for your entities, this is your chance to make your ship, speeder, item or anything else that you would like to look different to the norm, if you are no good at photoshopping there are multiple people in the game that you can hire for credits to create your customised paint job for you.<br />
To exchange your points, find the [http://www.swcombine.com/members/cp/index.php?mode=exchange Exchange CPs] menu under the CP section on your sidebar in-game.<br />
<br />
[[Category:OOC]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Equipping_Items&diff=3636Equipping Items2018-09-03T21:02:26Z<p>Evan Bluvius: Updated images to reflect the new slot arrangements and the new click-click to equip method (as opposed to the old drag and drop method)</p>
<hr />
<div>Equipping items is a useful ability that allows you to wear armour, carry guns, and hold a variety of different pieces of [[equipment]].<br />
<br />
==The Equipment Page==<br />
This page is where you deal with all your needs with regard to moving items around. It consists of several areas:<br />
<br />
* On the far left you will see a green outline of a man or woman, with several boxes dotted around it. This is what you currently have equipped to your character. There are several different slots for items, and each different item will have a restriction on which slots it can be equipped to. These slots are (see image below):<br />
* Utility #1 <br />
* Head<br />
* Cloak<br />
* Utility #2<br />
* Chest <br />
* Back<br />
* Secondary<br />
* Belt<br />
* Primary<br />
<br />
[[File:equipableslots.png]]<br />
<br />
* Just under these buttons there is a Drop Box - this allows you to unequip items (see below).<br />
* Across the top are a selection of buttons that allow you to navigate to other position interfaces such as [[Travel]] and [[Party]].<br />
* Item list will be under this and will show all the items laying on the floor in this room, sorted by category.<br />
<br />
==Using the Page==<br />
This page is powerful, and allows you to do a lot of things. However, not everything is intuitive.<br />
<br />
===Equipping an Item===<br />
To equip any item, make sure you know which slot it can be equipped to (see the Rules page for the item - it will say there) and where this slot is on the image on the top left. Then simply click on the image of the item you wish to equip and then click on the slot in which you wish to equip it. To assist you, the game outlines in white valid equipment slots once you click on the item. You may also store items inside appropriate [http://www.swcombine.com/rules/?Storage Storage] items using this method.<br />
<br />
[[File:ClickToEquip.PNG]]<br />
<br />
If you tried equipping the item to the wrong slot, or there is insufficient weight/volume capacity remaining on you (see the bars below the equipped item image) then the item you selected will simply remain at its current location. You can equip any item at your location, even if you do not own it or otherwise have inventory access to the item.<br />
<br />
[[File:weightandvol.PNG]]<br />
<br />
===Unequipping an Item===<br />
This is very similar to equipping an item. Simply click on the equipped item and then click on the "Drop Item To Floor" button. If the item is not dropped, it's probably because there is insufficient weight/volume capacity in the entity in which you are attempting to drop the item.<br />
<br />
===Moving Items===<br />
Items can be moved by you equipping the items to yourself, moving to the new location, and then dropping the items. However if you have a large quantity of items to move, this can be extremely tedious. However there is a simple option to move the items en masse. Simply select the items you wish to move by either clicking the checkboxes next to the item image, or by clicking the category heading (i.e., Tools or Survival or Weapons) - this last action will select all items in that category.<br />
<br />
Once the desired items are selected, look for the "Actions" drop down menu at the bottom of the page. There will be two options relevant to moving items: <br />
<br />
'''Move Items: Into Room'''<br />
This will appear at all times. Selecting this and clicking the [Process] button opens a new page. Here you can select the room ID of the room you wish to move the items to within the entity (you cannot move items into a room in another entity). Also all the doors on the ship must be unlocked. These IDs are given on the [Travel] page when you enter that room, and any special rooms (such as the Entrance/Exit Room, Command Room etc will have their IDs listed here for you). Simple enter in the ID of the relevant room, and click the [Move Items] button, and the items will be moved.<br />
<br />
'''Move Items: Load Entity'''<br />
This option allows you to load items into another entity accessible from this room (i.e., a ship or vehicle in the same location, etc.). Clicking the [Process] button will load a new page with a selection of entities you can access nearby. Simply find the entity you wish to move the items to, select the radio button next to its name, and click the [Perform Command] button. The items will then be moved into the Entrance/Exit Room of that entity.<br />
<br />
===Other Commands===<br />
There are some other things you can do to items using the Actions menu:<br />
<br />
'''Empty Selected Container'''<br />
This allows you to remove items from a storage container. Choosing it will remove all items from inside and dump them on the floor of the room.<br />
<br />
'''Stow Selected Items into'''<br />
This allows you to store the selected items into a chosen storage item. Clicking the [Process] button will give you a selection of items at your location that have a cargo capacity. Simply select which item you wish to store the items into and click the [Stow into Containers] button. If there was sufficient space left inside, the items will now be stored within.<br />
<br />
'''Repackage Items Into Crate'''<br />
This allows you to return items to a [http://www.swcombine.com/rules/?Storage&ID=131 Cargo Container] if you wish to clean up the room, or organise for sales. You can only add items of the same type, and you can only add items that you own. Once you click [Process] the items will be removed and a new Cargo Container will appear that has a number of items inside equal to the number you added. BE WARNED: Any custom images applied to items that are then put back in a crate will lose those custom images.<br />
<br />
== See also ==<br />
<br />
*[[Equipment]]<br />
<br />
[[Category: Basic Activities]]<br />
[[Category: Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:ClickToEquip.PNG&diff=3635File:ClickToEquip.PNG2018-09-03T20:52:11Z<p>Evan Bluvius: Image showing how available and allowable slots will be highlighted when clicking an item.</p>
<hr />
<div>== Summary ==<br />
Image showing how available and allowable slots will be highlighted when clicking an item.</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:Equipableslots.png&diff=3634File:Equipableslots.png2018-09-03T20:44:54Z<p>Evan Bluvius: Evan Bluvius uploaded a new version of File:Equipableslots.png</p>
<hr />
<div>shows slots for equpiment</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Equipment&diff=3633Equipment2018-09-03T20:39:31Z<p>Evan Bluvius: Adding links to SWC rules pages and a few minor cleanups.</p>
<hr />
<div>'''Equipment''' is any one or more items you choose to carry on yourself or others. These can be in various forms and serve several uses. Such examples are:<br />
<br />
[http://www.swcombine.com/rules/?Personal_Weapons Weapons] - Items such as staffs, lightsabres or blasters are equipment which can be placed in your primary slots and used to attack or defend from enemies.<br />
<br />
[http://www.swcombine.com/rules/?Armour Armour] - It is possible to equip pieces of armour to reduce combat damage from enemy attacks. Examples of armour are things such as [http://www.swcombine.com/rules/?Armour&ID=81 Stormtrooper Armour] and [http://www.swcombine.com/rules/?Armour&ID=70 Heavy Battle Helmet]. These usually come in the form of equipment that can be equipped to one's chest or head.<br />
<br />
[http://www.swcombine.com/rules/?Storage Storage] - These items can be equipped on your person and be used to store other kinds of items. Common examples of these are various different backpacks or tool belts.<br />
<br />
Utilities - Other items serve a purpose and allow you to perform various actions. For example a [http://www.swcombine.com/rules/?Tools&ID=23 Toolkit] allows you to create and install door locks, [http://www.swcombine.com/rules/?Tools&ID=35 Jetpacks] allow you enhanced movement options, and [http://www.swcombine.com/rules/?Tools&ID=21 Macro Binoculars] allow you to see further.<br />
<br />
[http://www.swcombine.com/rules/?Clothing Clothing] - Items such as robes or pilot suits, allowing the character to wear a uniform or clothing style and roleplay somewhat. <br />
<br />
The various types of items often need to be equipped onto a character in order to be used. For more details, see the article on [[Equipping Items]], which will explain how to equip an item to a character or NPC.<br />
<br />
[[Category: Basic Activities]]<br />
[[Category: Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Doors_and_Locks&diff=3632Doors and Locks2018-09-03T20:23:35Z<p>Evan Bluvius: Updated skill references, replaced references to "crafting kits" with "toolkits" as appopriate, and fixed some minor typos.</p>
<hr />
<div>Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a [http://www.swcombine.com/rules/?Tools&ID=23 Toolkit] and require no resources. <br />
<br />
==Requirements==<br />
You need to meet several requirements in order to be able to make or upgrade a door. You will need a [http://www.swcombine.com/rules/?Tools&ID=23 Tookit] equipped. You will also need to be one of the following to make or upgrade a door:<br />
<br />
* The owner of the entity<br />
* The commander of the entity<br />
* A member of a faction that is the commander of the entity<br />
<br />
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: <br />
<br />
* The owner of the entity<br />
* The commander of the entity<br />
* A member of a faction that is the commander of the entity, with 'Makeover' [[Privileges|privs]] for the entity, 'May Change Door Codes' [[Privileges|privs]], or have the pass code<br />
<br />
==Installing a Lock==<br />
In order to make a door the user must have the relevant access status denoted above and have a Toolkit equipped. Once equipped the user may install locks and doors through the "Actions" link on the main control panel. From there, selecting "Locks" will present the user with a screen similar to below:<br />
<br />
[[File:Lock_Selection.PNG]]<br />
<br />
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms, be it up, down, left, right, or even moving up or down floors - theoretically meaning a room can have a lock on all six doors.<br />
<br />
It also allows the user to see if there are other doors already installed, which will be shown on the display along with whether they are currently locked or not. Once the user is ready they are required to select a side to install the lock on. The interface will only allow the user to place locks on valid sides.<br />
<br />
Before the process begins a password must be set on the door. This password may be between one and ten characters using any combination of numbers 0-9, a-z (both upper and lower case, symbols are also accepted).<br />
<br />
<span style="color:red">NOTE: This password CANNOT be recovered or reset without being opened first. The game will not save this password for users unless they add it to a [[Doors_and_Locks#Keycard|Keycard]]. If this code is forgotten then the lock will need to be [[Doors_and_Locks#Breaking_a_Lock|broken]] </span><br />
<br />
Locks are created in three levels. Higher levels of door take longer to install but are arguably more secure and harder to break. A lower level lock must be installed before the user can install the next level. A basic door will take four hours to attempt, reinforced requires eight hours and blast doors will take twelve hours.<br />
<br />
==Successful installation==<br />
Chance to Install: (100 - (Door Type × 35 )) + (Slicing × 15); <br />
<br />
If you successfully installed a lock, you will be rewarded with:<br />
<br />
XP gained = (Lock Level × 20)<br />
<br />
That is: 20 xp for succesfully making a standard door, 40 xp for successfully upgrading a standard door to a reinforced door, 60 xp for successfully upgrading a reinforced door to a blast door.<br />
<br />
In the case of failure no XP is awarded.<br />
<br />
==Locking/Unlocking a Door==<br />
Locking and unlocking the door are both very similar, and to lock or unlock a door, you must be either the commander or owner of a ship. If your faction is assigned as commander you may upgrade a lock freely; however, you must either have make over privileges or enter the old password to unlock, downgrade, or change the password on the door. A commander is always required to enter the password in order to unlock the door for security reasons.<br />
<br />
==Changing a Password==<br />
Passwords can be changed from the lock screen. Commanders are required to enter the previous password as well as a new password in order to change the password. Owners are only required to enter a new password. <br />
<br />
Passcodes can not exceed 10 characters or be empty. <br />
<br />
==Keycard==<br />
Keys require a [http://www.swcombine.com/rules/?Tools&ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.<br />
When attempting to move through a door, the door will first check if you have the required code on a keycard. If you do not, then it will request the password. Some web browsers may also be able to store door codes like passwords in their cache files. Be cautious though because if a passcode is forgotten, the only way to open the door after that will be to break the lock, see below.<br />
<br />
==Breaking a Lock==<br />
Breaking a lock requires an electronic lock breaker. When attempting to move through the door you will be given an option to break the lock. Breaking the lock takes longer with each lock type, and the chance of success decreases. <br />
<br />
Chance to Succeed: ((Slicing+1)÷7)×(0.02×Slicing+1)×((Slicing+0.1)÷5) × (2÷(Door Type<sup>2</sup>))×100 + 1<br />
<br />
After a door has been successfully hacked, it is set to open and can be moved through. However, there is a 50% chance that the owner of the entity will receive a warning that one of their doors has been hacked.<br />
<br />
==Caution==<br />
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.<br />
<br />
Additionally, if you fail to break a lock, there is a small chance the lock breaker will break. <br />
Chance to Break Lockbreaker: ((6 - Slicing) × Door Type)<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Crafting&diff=3631Crafting2018-09-03T20:04:20Z<p>Evan Bluvius: Removed the description of the old process for creating Lightsabers. Added references to Force Robes.</p>
<hr />
<div>Crafting is the process of making small, individual items from a select pool of options.<br />
<br />
==What Can I Craft?==<br />
Currently there are two items you can craft: [http://www.swcombine.com/rules/?Tools&ID=1 Keycards] and [http://www.swcombine.com/rules/?Clothing&ID=136 Force Robes] (see [[The Force]] for more information about how to get this option).<br />
<br />
==What Do I Need?==<br />
You will need a [http://www.swcombine.com/rules/?Tools&ID=39 Crafting Kit] equipped. For crafting Force Robes, you will also require raw materials (listed on the [http://www.swcombine.com/rules/?Clothing&ID=136 Force Robes] rules page) inside the entity you are in.<br />
<br />
==How Do I Craft?==<br />
There are a variety of methods one can use to begin crafting:<br />
<br />
* Click '''Room travel'''.<br />
* Click the '''Equipment''' link on the central horizontal bar.<br />
* Click on the '''Craft item''' button that appears below your Crafting Kit.<br />
* Click '''Craft'''<br />
<br />
or<br />
<br />
* Click '''Room travel''',<br />
* Click '''Actions''',<br />
* Click '''Crafting Items''',<br />
* Click '''Craft'''.<br />
<br />
or<br />
<br />
* Click '''Equipment'''<br />
* Click on the '''Craft item''' button that appears below your Crafting Kit.<br />
* Click '''Craft'''<br />
<br />
It takes 3 hours to craft an item. At the end of your timer, if you are successful, your newly crafted item will appear at your location. Chance to succeed is:<br />
<br />
Chance of Success = 60 + (Skill * 5)<br />
* Skill = Crafting/Slicing<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Medicine&diff=3630Medicine2018-09-03T15:55:41Z<p>Evan Bluvius: Added link to SWC's Medical Items page</p>
<hr />
<div>== Medical Items: What and How ==<br />
<br />
[http://www.swcombine.com/rules/?Medical_Items Medical items] will let you restore your own, another player's or an NPC's [[HP]].<br />
They can be produced by any medical faction.<br />
<br />
The following items are considered medical items and can be used to restore HP:<br />
<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:BactaPatch.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=107 Bacta Patch] || [[File:BactaRefill.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=114 Bacta Refill] || [[File:Emptybactatank.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=112 Bacta Tank] || [[File:HealingStick.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=111 Healing Stick] || [[File:KoltoPatch.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=399 Kolto Patch] || [[File:Medikit.png|center]] [http://www.swcombine.com/rules/?Medical_Items&ID=108 Medikit]<br />
|}<br />
<br />
To use a medical item, the following conditions must be met: <br />
<br />
*You and your target need to be at the same location.<br />
*You and your target must be in the same faction or be set as "Friend" on each other's IFF.<br />
*You and your target must not be part of another medical action.<br />
*For Bacta Tanks and Medikits: You need enough Bacta Refills inside the entity.<br />
*For Bacta Tanks: The Tank must be deployed in a medical room and you and your target must be in the same room.<br />
<br />
While being part of a medical action, neither you nor your target can move. Before being put into a Bacta Tank, the target automatically drops all equipped items.<br />
<br />
=== Drugs ===<br />
<br />
Trading factions may produce counterfeit medical items or drugs which look exactly like some medical items. These drugs are mainly made from Ryll and are cheaper to produce. However upon using them as a medical item, they result in 0 HP being recovered.<br />
<br />
=== Using a Medical Item ===<br />
<br />
To use a medical item on someone else, you have to apply it via the Item screen or - in case of the bacta tank - load the patient into the tank. After using a medical item, the following will happen to the medical item: <br />
*Bacta Patch / Ryll Patch / Kolto Patch: item is destroyed<br />
*Healing Stick / Death Stick: item is destroyed<br />
*Medikit: Medikit remains, 1 Bacta Refill / Ryfill inside is destroyed<br />
*Bacta Tank: Tank remains, all 3 Bacta Refills / Ryfills inside are destroyed<br />
<br />
== Equations ==<br />
{| Border="1" style="text-align:center;"<br />
|-<br />
| '''Item''' || '''Base Amount Healed''' || '''Refills Needed''' || '''Time/min'''<br />
|- <br />
| Bacta Patch || 5 || N/A || 30<br />
|-<br />
| Healing Stick || 8 || N/A || 30<br />
|-<br />
| Medikit with Bacta Refill || 10 || 1 || 30<br />
|-<br />
| Bacta Tank with Bacta Refill || All HP Restored|| 3 || 600<br />
|-<br />
| Ryll Patch || 0 || N/A || 30 <br />
|-<br />
| Death Stick || 0 || N/A || 30<br />
|-<br />
| Medikit with Bacta Ryfill || 0 || 1 || 30<br />
|-<br />
| Bacta Tank with Bacta Ryfill || 0 || 3 || 600<br />
|}<br />
<br />
<br />
The amount of HP being restored depends on the item used and the user's Medical Skill as per the following formula: <br />
<br />
HP restored = round(Base Amount Healed × (Medical Skill + 1)) <br />
<br />
If the healing is being done within a medical entity, the healing power of the medical items is increased by a factor of 1.3:<br />
<br />
HP restored = round(Base Amount Healed × (Medical Skill + 1) × 1.3) <br />
<br />
The XP gained from using medical items is:<br />
<br />
XP gained = round(HP restored / 2)<br />
<br />
=== Example 1 ===<br />
<br />
Veynom has 12 HP left of his maximum of 85 HP. He has a Medical Skill of 3. He applies a Bacta Patch to heal his wounds. <br />
<br />
HP restored = 5 * (3 + 1) = 20<br />
XP gained = 20 / 2 = 10<br />
<br />
=== Example 2 ===<br />
<br />
Selatos has 20 HP left of his maximum 100 HP. He has a Medical Skill of 5. He uses a Medikit with a Bacta Refill to heal his wounds.<br />
<br />
HP restored = 10 * (5 + 1) = 60<br />
XP gained = 60 / 2 = 30<br />
<br />
=== Bacta Tanks ===<br />
<br />
Bacta Tanks can only be deployed in medical rooms. For a bacta tank to be deployed, it must be inside a medical room and no other tanks can be deployed in the same room. (i.e., you can only deploy a single tank in a room).<br />
<br />
Once deployed, the tank can be loaded with up to three Bacta Refills. Once a single refill is loaded, the tank cannot be undeployed, nor can the refill be taken out again. You cannot load more than three refills.<br />
<br />
Once three refills have been loaded, you can apply the tank to a patient (either yourself, another player or an NPC in your party). At that time, the patient will drop all items he's carrying and is loaded into the tank. He will be ejected once the healing process is completed.<br />
<br />
Any player can add an unconscious player to their party, and a Bacta Tank can be used to heal them above 0 HP.<br />
<br />
Bacta Tanks can be flushed, removing any previously loaded Bacta Refills (or Bacta Ryfills) in the process. This can only be done if no patient is present in the tank.<br />
<br />
== Entities with medical rooms ==<br />
<br />
The following entities contain one or more medical rooms. <br />
<br />
*Facilities:<br />
Asylum (1), Command Centre (1), Conference Centre (1), Government House (1), Hospital (6), Imperial Palace (2), Palace (1), Praxium (1), Royal Hapan Palace (1), Sith Temple (1) <br />
<br />
*Ships:<br />
Ardent-class Fast Frigate (1), Battle Dragon (1), Darkstar-class Battleship (1), EF65 Meridian-class Frigate (2), EF76 Nebulon-B Medical Frigate (4), Executor-class Star Destroyer (1), Imperial I-class Star Destroyer (1), Ithorian Herdship (1), Lucrehulk-class Battleship (1), MC-80 Home One-class Star Cruiser (1), MC-80a Star Cruiser (1), MC-80b Star Cruiser (1), Prometheus-class Star Craft (2), Pulsar Battle Cruiser (1), Sprint-class Rescue Craft (2), Veltraa-class Cruiser (1), Verpine-class Heavy Cruiser (1)<br />
<br />
*Vehicles:<br />
Conquest-class Carrier (1), Kettrifee Air Mover (4)<br />
<br />
*Space Stations:<br />
Centrepoint Station (1), Jubilee Wheel (4), Hospital Platform XQ-2 (3), Medical Factory Station (1)<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=Medicine&diff=3629Medicine2018-09-03T15:49:02Z<p>Evan Bluvius: Bringing equations in-line with current rules and implementations. Added Kolto Patch. Some formatting and aesthetic updates.</p>
<hr />
<div>== Medical Items: What and How ==<br />
<br />
Medical items will let you restore your own, another player's or an NPC's [[HP]].<br />
They can be produced by any medical faction.<br />
<br />
The following items are considered medical items and can be used to restore HP:<br />
<br />
{| border="1" style="text-align:center;"<br />
|-<br />
| [[File:BactaPatch.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=107 Bacta Patch] || [[File:BactaRefill.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=114 Bacta Refill] || [[File:Emptybactatank.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=112 Bacta Tank] || [[File:HealingStick.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=111 Healing Stick] || [[File:KoltoPatch.png|center]][http://www.swcombine.com/rules/?Medical_Items&ID=399 Kolto Patch] || [[File:Medikit.png|center]] [http://www.swcombine.com/rules/?Medical_Items&ID=108 Medikit]<br />
|}<br />
<br />
To use a medical item, the following conditions must be met: <br />
<br />
*You and your target need to be at the same location.<br />
*You and your target must be in the same faction or be set as "Friend" on each other's IFF.<br />
*You and your target must not be part of another medical action.<br />
*For Bacta Tanks and Medikits: You need enough Bacta Refills inside the entity.<br />
*For Bacta Tanks: The Tank must be deployed in a medical room and you and your target must be in the same room.<br />
<br />
While being part of a medical action, neither you nor your target can move. Before being put into a Bacta Tank, the target automatically drops all equipped items.<br />
<br />
=== Drugs ===<br />
<br />
Trading factions may produce counterfeit medical items or drugs which look exactly like some medical items. These drugs are mainly made from Ryll and are cheaper to produce. However upon using them as a medical item, they result in 0 HP being recovered.<br />
<br />
=== Using a Medical Item ===<br />
<br />
To use a medical item on someone else, you have to apply it via the Item screen or - in case of the bacta tank - load the patient into the tank. After using a medical item, the following will happen to the medical item: <br />
*Bacta Patch / Ryll Patch / Kolto Patch: item is destroyed<br />
*Healing Stick / Death Stick: item is destroyed<br />
*Medikit: Medikit remains, 1 Bacta Refill / Ryfill inside is destroyed<br />
*Bacta Tank: Tank remains, all 3 Bacta Refills / Ryfills inside are destroyed<br />
<br />
== Equations ==<br />
{| Border="1" style="text-align:center;"<br />
|-<br />
| '''Item''' || '''Base Amount Healed''' || '''Refills Needed''' || '''Time/min'''<br />
|- <br />
| Bacta Patch || 5 || N/A || 30<br />
|-<br />
| Healing Stick || 8 || N/A || 30<br />
|-<br />
| Medikit with Bacta Refill || 10 || 1 || 30<br />
|-<br />
| Bacta Tank with Bacta Refill || All HP Restored|| 3 || 600<br />
|-<br />
| Ryll Patch || 0 || N/A || 30 <br />
|-<br />
| Death Stick || 0 || N/A || 30<br />
|-<br />
| Medikit with Bacta Ryfill || 0 || 1 || 30<br />
|-<br />
| Bacta Tank with Bacta Ryfill || 0 || 3 || 600<br />
|}<br />
<br />
<br />
The amount of HP being restored depends on the item used and the user's Medical Skill as per the following formula: <br />
<br />
HP restored = round(Base Amount Healed × (Medical Skill + 1)) <br />
<br />
If the healing is being done within a medical entity, the healing power of the medical items is increased by a factor of 1.3:<br />
<br />
HP restored = round(Base Amount Healed × (Medical Skill + 1) × 1.3) <br />
<br />
The XP gained from using medical items is:<br />
<br />
XP gained = round(HP restored / 2)<br />
<br />
=== Example 1 ===<br />
<br />
Veynom has 12 HP left of his maximum of 85 HP. He has a Medical Skill of 3. He applies a Bacta Patch to heal his wounds. <br />
<br />
HP restored = 5 * (3 + 1) = 20<br />
XP gained = 20 / 2 = 10<br />
<br />
=== Example 2 ===<br />
<br />
Selatos has 20 HP left of his maximum 100 HP. He has a Medical Skill of 5. He uses a Medikit with a Bacta Refill to heal his wounds.<br />
<br />
HP restored = 10 * (5 + 1) = 60<br />
XP gained = 60 / 2 = 30<br />
<br />
=== Bacta Tanks ===<br />
<br />
Bacta Tanks can only be deployed in medical rooms. For a bacta tank to be deployed, it must be inside a medical room and no other tanks can be deployed in the same room. (i.e., you can only deploy a single tank in a room).<br />
<br />
Once deployed, the tank can be loaded with up to three Bacta Refills. Once a single refill is loaded, the tank cannot be undeployed, nor can the refill be taken out again. You cannot load more than three refills.<br />
<br />
Once three refills have been loaded, you can apply the tank to a patient (either yourself, another player or an NPC in your party). At that time, the patient will drop all items he's carrying and is loaded into the tank. He will be ejected once the healing process is completed.<br />
<br />
Any player can add an unconscious player to their party, and a Bacta Tank can be used to heal them above 0 HP.<br />
<br />
Bacta Tanks can be flushed, removing any previously loaded Bacta Refills (or Bacta Ryfills) in the process. This can only be done if no patient is present in the tank.<br />
<br />
== Entities with medical rooms ==<br />
<br />
The following entities contain one or more medical rooms. <br />
<br />
*Facilities:<br />
Asylum (1), Command Centre (1), Conference Centre (1), Government House (1), Hospital (6), Imperial Palace (2), Palace (1), Praxium (1), Royal Hapan Palace (1), Sith Temple (1) <br />
<br />
*Ships:<br />
Ardent-class Fast Frigate (1), Battle Dragon (1), Darkstar-class Battleship (1), EF65 Meridian-class Frigate (2), EF76 Nebulon-B Medical Frigate (4), Executor-class Star Destroyer (1), Imperial I-class Star Destroyer (1), Ithorian Herdship (1), Lucrehulk-class Battleship (1), MC-80 Home One-class Star Cruiser (1), MC-80a Star Cruiser (1), MC-80b Star Cruiser (1), Prometheus-class Star Craft (2), Pulsar Battle Cruiser (1), Sprint-class Rescue Craft (2), Veltraa-class Cruiser (1), Verpine-class Heavy Cruiser (1)<br />
<br />
*Vehicles:<br />
Conquest-class Carrier (1), Kettrifee Air Mover (4)<br />
<br />
*Space Stations:<br />
Centrepoint Station (1), Jubilee Wheel (4), Hospital Platform XQ-2 (3), Medical Factory Station (1)<br />
[[Category:Advanced Activities]]<br />
[[Category:Game Features]]</div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:Medikit.png&diff=3628File:Medikit.png2018-09-03T14:43:38Z<p>Evan Bluvius: </p>
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<div></div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:KoltoPatch.png&diff=3627File:KoltoPatch.png2018-09-03T14:42:40Z<p>Evan Bluvius: </p>
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<div></div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:HealingStick.png&diff=3626File:HealingStick.png2018-09-03T14:41:53Z<p>Evan Bluvius: </p>
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<div></div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:BactaRefill.png&diff=3625File:BactaRefill.png2018-09-03T14:34:12Z<p>Evan Bluvius: </p>
<hr />
<div></div>Evan Bluviushttp://guide.swcombine.com/index.php?title=File:BactaPatch.png&diff=3624File:BactaPatch.png2018-09-03T14:33:57Z<p>Evan Bluvius: </p>
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<div></div>Evan Bluvius