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	<id>http://guide.swcombine.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Calgor+Grim</id>
	<title>Star Wars Combine :: Game Guide - User contributions [en]</title>
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	<updated>2026-09-24T09:32:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://guide.swcombine.com/index.php?title=HP&amp;diff=3265</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=HP&amp;diff=3265"/>
		<updated>2012-11-09T18:00:43Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: Amending based on new atmo damage rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HP (or Health Points) is an indication of an entities health status and general toughness. The higher the number, the more damage it can take before [[Death|dying]].&lt;br /&gt;
&lt;br /&gt;
==Health Status==&lt;br /&gt;
As characters gain or lose health the game will indicate accordingly the status of a player. When they are on full health then they will be considered unharmed. As they take damage, this will change through wounded and down to badly wounded, text changing from green to red as damage is dealt. When a players health falls below zero, they fall unconscious and will be unable to regenerate health themselves, at which point they will require medical attention. Should damage continue to be dealt then the character will eventually die.&lt;br /&gt;
&lt;br /&gt;
==How Much Health?==&lt;br /&gt;
When you create you character, you will be given a certain value for your HP. This is based on several different aspects including some of your skills, and your races inherent bonuses.&lt;br /&gt;
&lt;br /&gt;
HP = round((5 + Race Bonus) * Race Multiplier) + 10 + Stat Points&lt;br /&gt;
&lt;br /&gt;
* Race Bonus - this is the indicated value on your [http://www.swcombine.com/rules/?Races races] stat sheet&lt;br /&gt;
* Race Multiplier - this is the indicated value on your [http://www.swcombine.com/rules/?Races races] stat sheet&lt;br /&gt;
* Stat Points - one for each skill level in: Strength, Dexterity, Vigor, Speed, Perception, Unarmed Combat and Dodge &lt;br /&gt;
&lt;br /&gt;
You also get an extra (5 * Race Multiplier) whenever you gain a new level. In addition, if you ever increase any of the listed skills after creation, it will add the respective amount of HP to you (ie increasing Strength from 2 to 3 will give you an extra 1HP).&lt;br /&gt;
&lt;br /&gt;
==Losing Health==&lt;br /&gt;
You can lose health in a number of ways. &lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
With the introduction of combat comes the obvious risk of taking damage. As you are attacked by creatures or bandits, it is likely that damage will be sustained at some point. The damage will obviously vary depending on what weapon you are struck by, for example a blow from a staff would do light damage compared to a hit from a high powered rifle. Your armour may reduce some of the damage you take from attacks.&lt;br /&gt;
&lt;br /&gt;
===Door Construction===&lt;br /&gt;
During [[Doors and Locks|door construction]], if you fail to install a door then there is a 50% chance that the door falls on top of you doing 2-10 health damage.&lt;br /&gt;
&lt;br /&gt;
===Drugs===&lt;br /&gt;
Ryll-based drugs are items that look exactly like Medical Items. However, though they can heal you, they are not as effective as Medical Items. In addition, there is a chance they will actually take HP rather than give you it.&lt;br /&gt;
&lt;br /&gt;
===Environmental Conditions===&lt;br /&gt;
Some planets also have bad weather conditions. If a character enters a hostile environment without protection then they will lose a percentage of their current health. Additionally they will continue to lose health every 24 hours. This can be prevented by either entering a city, using a vehicle or ship to travel along or by wearing the correct protective equipment. IE: If on a hot planet, use thermal protective suits.&lt;br /&gt;
&lt;br /&gt;
A character cannot die from this and will eventually fall unconscious and require rescue.&lt;br /&gt;
&lt;br /&gt;
==Regaining Health==&lt;br /&gt;
There are a couple of ways you can recover any lost HP.&lt;br /&gt;
&lt;br /&gt;
===Natural Recovery===&lt;br /&gt;
This happens all the time while you have at least 1HP. You will regain HP per day equal to: round(XP level/3) +1&lt;br /&gt;
&lt;br /&gt;
===Medical Items===&lt;br /&gt;
You can use various [[Medicine|medical items]] to recover lost HP. Depending on how injured you are, some medical items will not heal you. In addition, the only way to recover health if you are unconcious (-1HP) is to be placed inside a Bacta Tank by another player.&lt;br /&gt;
&lt;br /&gt;
===Drugs===&lt;br /&gt;
Drugs are very similar to Medical Items, and look just like them. However they provide slightly less healing ability over comparable Medical Items, and also have the possibility of injuring you rather than healing.&lt;br /&gt;
&lt;br /&gt;
===The Force===&lt;br /&gt;
It is also possible to be healed through the use of certain [[Force_Skills|force abilities]]. Force users may be able to heal themselves or others using their powers.&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3264</id>
		<title>Force Training</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3264"/>
		<updated>2012-11-04T11:08:35Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Training with a Mentor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force training is the process by which a user improves their knowledge of the force in order to grow stronger and enhance their abilities. This is accessible through the force meter on the side menu:&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Once selecting this, the user will be presented with the force skills and training options. This screen outlines whether there is a master or apprentice assigned, the users current force level and experience points as well as whether they have any skill points available to spend.&lt;br /&gt;
&lt;br /&gt;
==Effects of Training==&lt;br /&gt;
&lt;br /&gt;
Training in the force allows the user to increase their strength. The user gains Force Experience for every successful training session, this is separate to [[XP]] and has its own count and level up process. For every 100 force experience the user earns, they also gain one Force Point. Force Points are what the user spends to activate various [[Force Skills]], if the user has insufficient points, they will be unable to use that ability so it is important to build up a reserve of these.&lt;br /&gt;
&lt;br /&gt;
Additionally as the user gains force experience they will also increase their force level over time. Every force level grants a Force Skill Point. These function in the same way as character skill points and are used to increase the power of various force skills. Upon leveling up, the amount of force experience required to advance to the next level increases by 100.&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Force Level &#039;&#039;&#039; || &#039;&#039;&#039; Experience Required &#039;&#039;&#039; || &#039;&#039;&#039; Total Force Experience &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|2|| 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
|3|| 300 || 600&lt;br /&gt;
|-&lt;br /&gt;
|4|| 400 || 1000&lt;br /&gt;
|-&lt;br /&gt;
|etc...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Methods==&lt;br /&gt;
&lt;br /&gt;
[[File:Force_Training_Menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
In the example above there is a green box which is where the user can attempt to study in the ways of the force. Currently a user who is force sensitive has two options for their training, to train alone or train with a mentor.&lt;br /&gt;
&lt;br /&gt;
===Self Training===&lt;br /&gt;
&lt;br /&gt;
Selecting &amp;quot;Train in the force&amp;quot; will allow a force user to commence their training, the window will then change and a countdown will commence.&lt;br /&gt;
&lt;br /&gt;
[[File:Training_Started.PNG]]&lt;br /&gt;
&lt;br /&gt;
The process currently takes one hour to complete, during which time the user is not able to move or perform any actions. The only exception to this is currently performing piloting commands such as setting a course for a ship. What form this actually takes is unclear and is entirely based on the users perception of the event. Some visualise this as deep meditation or reading of books. Others imagine lightsabre practice.&lt;br /&gt;
&lt;br /&gt;
Upon the countdown reaching zero, the training session will be completed. There is a fixed 20% chance of a successful training session, at which point the user will receive 100 force experience points for their success and 15 experience points towards their character level while a failure will result in no reward.&lt;br /&gt;
&lt;br /&gt;
===Training with a Mentor===&lt;br /&gt;
Training with an expert in the force increases the success chance of each session. In order to perform this, the mentor and student must be in the same location. Through the force training options, the mentor must use the settings tab. At which point there is an option for training with another. The mentor will be required to select the apprentice they wish to train. The apprentice must be force aware and at the same physical location.  Once the invite has been sent it remains valid for a period of time.&lt;br /&gt;
&lt;br /&gt;
The apprentice is then required to go through the same process, accessing their training settings and, if interested, accepting the mentors invitation. The two will then be able to train. Note that it is possible for a person to be both a mentor and an apprentice at the same time.&lt;br /&gt;
&lt;br /&gt;
At this point training is different. The mentor must remain in the same location as the apprentice and remain available in order to train together, if the mentor leaves then the apprentice training reverts to training alone as per above. Additionally if the mentor starts to self train themselves or train with another then they will be unavailable and thus the apprentice must self train. However if both are available then the apprentice may train. This process takes the same amount of time and both players become unavailable as the mentor must spend their time observing. Either party may cancel the training session at any time.&lt;br /&gt;
&lt;br /&gt;
The success of this process varies. The higher the mentor&#039;s skill over the apprentice, the greater the success chance for the apprentice to simulate that there is much for them to learn. The maximum chance of success is 90% but as the difference between skills closes, this will steadily decline with a minimum of 20% chance.&lt;br /&gt;
&lt;br /&gt;
Training with a mentor grants benefits to both parties. The apprentice will receive the standard 100 FXP and 15 character experience for their success however for their time spent on this, the mentor is also rewarded if they partake in the session and receive 25 FXP and 5XP for their efforts.&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3263</id>
		<title>Force Training</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3263"/>
		<updated>2012-11-04T10:51:05Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Self Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force training is the process by which a user improves their knowledge of the force in order to grow stronger and enhance their abilities. This is accessible through the force meter on the side menu:&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Once selecting this, the user will be presented with the force skills and training options. This screen outlines whether there is a master or apprentice assigned, the users current force level and experience points as well as whether they have any skill points available to spend.&lt;br /&gt;
&lt;br /&gt;
==Effects of Training==&lt;br /&gt;
&lt;br /&gt;
Training in the force allows the user to increase their strength. The user gains Force Experience for every successful training session, this is separate to [[XP]] and has its own count and level up process. For every 100 force experience the user earns, they also gain one Force Point. Force Points are what the user spends to activate various [[Force Skills]], if the user has insufficient points, they will be unable to use that ability so it is important to build up a reserve of these.&lt;br /&gt;
&lt;br /&gt;
Additionally as the user gains force experience they will also increase their force level over time. Every force level grants a Force Skill Point. These function in the same way as character skill points and are used to increase the power of various force skills. Upon leveling up, the amount of force experience required to advance to the next level increases by 100.&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Force Level &#039;&#039;&#039; || &#039;&#039;&#039; Experience Required &#039;&#039;&#039; || &#039;&#039;&#039; Total Force Experience &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|2|| 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
|3|| 300 || 600&lt;br /&gt;
|-&lt;br /&gt;
|4|| 400 || 1000&lt;br /&gt;
|-&lt;br /&gt;
|etc...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Methods==&lt;br /&gt;
&lt;br /&gt;
[[File:Force_Training_Menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
In the example above there is a green box which is where the user can attempt to study in the ways of the force. Currently a user who is force sensitive has two options for their training, to train alone or train with a mentor.&lt;br /&gt;
&lt;br /&gt;
===Self Training===&lt;br /&gt;
&lt;br /&gt;
Selecting &amp;quot;Train in the force&amp;quot; will allow a force user to commence their training, the window will then change and a countdown will commence.&lt;br /&gt;
&lt;br /&gt;
[[File:Training_Started.PNG]]&lt;br /&gt;
&lt;br /&gt;
The process currently takes one hour to complete, during which time the user is not able to move or perform any actions. The only exception to this is currently performing piloting commands such as setting a course for a ship. What form this actually takes is unclear and is entirely based on the users perception of the event. Some visualise this as deep meditation or reading of books. Others imagine lightsabre practice.&lt;br /&gt;
&lt;br /&gt;
Upon the countdown reaching zero, the training session will be completed. There is a fixed 20% chance of a successful training session, at which point the user will receive 100 force experience points for their success and 15 experience points towards their character level while a failure will result in no reward.&lt;br /&gt;
&lt;br /&gt;
===Training with a Mentor===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3262</id>
		<title>The Force</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3262"/>
		<updated>2012-11-04T10:49:05Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Gaining Additional Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Force is what Jedi, Sith and other Force Sensitive characters use. They use it to access force abilities that give them additional strategic options, as well as boosting their usual skills slightly. Many people wish to be Force Sensitive, but very few are.&lt;br /&gt;
&lt;br /&gt;
==How Do I Become Force Sensitive?==&lt;br /&gt;
Most [http://www.swcombine.com/rules/?Races races] have a certain percentage chance of become Force Sensitive (or FS). These are typically very low, with the highest chance being 6%. When you create your character the server will automatically run an equation to determine if you are FS. If you manage to beat the odds you will be found force sensitive. You will not be informed of this however. In order to unlock your force abilities you must be tested by another FS player and they must opt to inform you. See [[Force_Skills#Force_Detection|Force Detection]].&lt;br /&gt;
&lt;br /&gt;
If you are not Force Sensitive at creation, there is a chance for you to become so as you level up. Every 5 levels after the first (ie levels 1, 6, 11, 16, etc) the server will re-roll your FS chance to determine if you have become FS. If you are already FS it does not do this. The equation it uses to determine your chance is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Probability to become Force-Sensitive at Level X = RFP + ((X - 1) ÷ 5) × (RFP ÷ 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* RFP = Race Force Probability, this is what is listed on your races stat page&lt;br /&gt;
* X = your current level&lt;br /&gt;
&lt;br /&gt;
To put it another way, every time your level increases, your chance of becoming force attuned increases by half of your Race Force Probability. For a human, their Race Force Probability is 5% so their chart would look like this&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player Level&#039;&#039;&#039; || &#039;&#039;&#039;Percentage Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5%&lt;br /&gt;
|-&lt;br /&gt;
|6|| 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|11|| 10%&lt;br /&gt;
|-&lt;br /&gt;
|16||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Force Activated==&lt;br /&gt;
Once activated, the user will notice an additional selection of options appear on their menu. The first thing to appear is the force point bar. This shows how many force points the user has. It is also split green and red to denote the light and dark side alignment, the more red the bar is, the closer to dark side the user moves. This is also the way to access [[Force_Training|Force Training]] options.&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Additionally the option appears on the control menu for force actions. Different to the above, this method allows the user to access a list of all their currently available force actions.&lt;br /&gt;
&lt;br /&gt;
[[File:ControlsBar.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Initial Skill Allocation===&lt;br /&gt;
When a user is first found force sensitive and attempts to access the Force page, they will be asked to allocate their initial batch of skill points into their [[Force_Skills|force skills]]. How many the user receive will be determined by how high the facet value is, receiving points which MUST be spent in that force area. The number of points is equal to 1/10th of the facet value rounded up, EG a facet value of 55 means six force points are available for that area.&lt;br /&gt;
&lt;br /&gt;
There are five force facets. The following chart provides an overview of their functionality. A full description of all skills contained is found in the force skills section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facet&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Telepathy&lt;br /&gt;
| Abilities which allow the user to manipulate the minds or perceptions of other characters or NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis&lt;br /&gt;
| Allowing the user to control objects with their mind and using their force of will to affect them.&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| Abilities in relation to the body, restoring or conserving it while allowing the user to avoid others and see the unseen.&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| Using powerful energy forces to reduce incoming fire or inflict damage.&lt;br /&gt;
|-&lt;br /&gt;
| Universal&lt;br /&gt;
| Useful or important abilities such as lightsabre user or force meditation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The facet strength is randomly determined by the game when the initial roll is made above to determine sensitivity. The lower the level when the user passes this roll, the higher the facets. Note that this is not linked to when the user was made force aware and it is possible for a user to be force sensitive from level 1 and not be unlocked for several levels but still have high facets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;boilerplate&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto; text-align: center; background: none; padding: 0 4px; border: 2px solid #ffffff&amp;quot;&amp;gt;&lt;br /&gt;
Overview: The higher the users level, the greater the chance of passing the force roll but the lower their facets if they do pass.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the initial points have been calculated they must be spent before any further force activities can be explored. Skill costs are the same as for normal [[Skills]], and so the higher the level, the more skill points that will be required. Additionally, at this point the user cannot assign skill points to the Universal facet, only to the Telepathy, Life, Energy and Telekinesis facets.&lt;br /&gt;
&lt;br /&gt;
===Gaining Additional Skills===&lt;br /&gt;
Additional skill points must be earned through [[Force_Training|force training]]. The user attempts to improve their knowledge and mastery of the force. By training, the user can gain extra skill points to spend on force abilities.&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3261</id>
		<title>Force Training</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3261"/>
		<updated>2012-10-26T19:31:03Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Self Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force training is the process by which a user improves their knowledge of the force in order to grow stronger and enhance their abilities. This is accessible through the force meter on the side menu:&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Once selecting this, the user will be presented with the force skills and training options. This screen outlines whether there is a master or apprentice assigned, the users current force level and experience points as well as whether they have any skill points available to spend.&lt;br /&gt;
&lt;br /&gt;
==Effects of Training==&lt;br /&gt;
&lt;br /&gt;
Training in the force allows the user to increase their strength. The user gains Force Experience for every successful training session, this is separate to [[XP]] and has its own count and level up process. For every 100 force experience the user earns, they also gain one Force Point. Force Points are what the user spends to activate various [[Force Skills]], if the user has insufficient points, they will be unable to use that ability so it is important to build up a reserve of these.&lt;br /&gt;
&lt;br /&gt;
Additionally as the user gains force experience they will also increase their force level over time. Every force level grants a Force Skill Point. These function in the same way as character skill points and are used to increase the power of various force skills. Upon leveling up, the amount of force experience required to advance to the next level increases by 100.&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Force Level &#039;&#039;&#039; || &#039;&#039;&#039; Experience Required &#039;&#039;&#039; || &#039;&#039;&#039; Total Force Experience &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|2|| 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
|3|| 300 || 600&lt;br /&gt;
|-&lt;br /&gt;
|4|| 400 || 1000&lt;br /&gt;
|-&lt;br /&gt;
|etc...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Methods==&lt;br /&gt;
&lt;br /&gt;
[[File:Force_Training_Menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
In the example above there is a green box which is where the user can attempt to study in the ways of the force. Currently a user who is force sensitive has two options for their training, to train alone or train with a mentor.&lt;br /&gt;
&lt;br /&gt;
===Self Training===&lt;br /&gt;
&lt;br /&gt;
Selecting &amp;quot;Train in the force&amp;quot; will allow a force user to commence their training, the window will then change and a countdown will commence.&lt;br /&gt;
&lt;br /&gt;
[[File:Training_Started.PNG]]&lt;br /&gt;
&lt;br /&gt;
The process currently takes one hour to complete, during which time the user is not able to move or perform any actions. The only exception to this is currently performing piloting commands such as setting a course for a ship. What form this actually takes is unclear and is entirely based on the users perception of the event. Some visualise this as deep meditation or reading of books. Others imagine lightsabre practice.&lt;br /&gt;
&lt;br /&gt;
Upon the countdown reaching zero, the training session will be completed. There is a fixed 20% chance of a successful training session, at which point the user will receive 100 force experience points for their success and 15 experience points towards their character level.&lt;br /&gt;
&lt;br /&gt;
===Training with a Mentor===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:Invite_Student.PNG&amp;diff=3260</id>
		<title>File:Invite Student.PNG</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:Invite_Student.PNG&amp;diff=3260"/>
		<updated>2012-10-26T12:59:11Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3259</id>
		<title>Force Training</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3259"/>
		<updated>2012-10-26T12:51:04Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Effects of Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force training is the process by which a user improves their knowledge of the force in order to grow stronger and enhance their abilities. This is accessible through the force meter on the side menu:&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Once selecting this, the user will be presented with the force skills and training options. This screen outlines whether there is a master or apprentice assigned, the users current force level and experience points as well as whether they have any skill points available to spend.&lt;br /&gt;
&lt;br /&gt;
==Effects of Training==&lt;br /&gt;
&lt;br /&gt;
Training in the force allows the user to increase their strength. The user gains Force Experience for every successful training session, this is separate to [[XP]] and has its own count and level up process. For every 100 force experience the user earns, they also gain one Force Point. Force Points are what the user spends to activate various [[Force Skills]], if the user has insufficient points, they will be unable to use that ability so it is important to build up a reserve of these.&lt;br /&gt;
&lt;br /&gt;
Additionally as the user gains force experience they will also increase their force level over time. Every force level grants a Force Skill Point. These function in the same way as character skill points and are used to increase the power of various force skills. Upon leveling up, the amount of force experience required to advance to the next level increases by 100.&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039; Force Level &#039;&#039;&#039; || &#039;&#039;&#039; Experience Required &#039;&#039;&#039; || &#039;&#039;&#039; Total Force Experience &#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 100 || 100&lt;br /&gt;
|-&lt;br /&gt;
|2|| 200 || 300&lt;br /&gt;
|-&lt;br /&gt;
|3|| 300 || 600&lt;br /&gt;
|-&lt;br /&gt;
|4|| 400 || 1000&lt;br /&gt;
|-&lt;br /&gt;
|etc...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Methods==&lt;br /&gt;
&lt;br /&gt;
[[File:Force_Training_Menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
In the example above there is a green box which is where the user can attempt to study in the ways of the force. Currently a user who is force sensitive has two options for their training, to train alone or train with a mentor.&lt;br /&gt;
&lt;br /&gt;
===Self Training===&lt;br /&gt;
&lt;br /&gt;
Selecting &amp;quot;Train in the force&amp;quot; will allow a force user to commence their training, the window will then change and a countdown will commence.&lt;br /&gt;
&lt;br /&gt;
[[File:Training_Started.PNG]]&lt;br /&gt;
&lt;br /&gt;
The process currently takes one hour to complete, during which time the user is not able to move or perform any actions. The only exception to this is currently performing piloting commands such as setting a course for a ship. What form this actually takes is unclear and is entirely based on the users perception of the event. Some visualise this as deep meditation or reading of books. Others imagine lightsabre practice.&lt;br /&gt;
&lt;br /&gt;
Upon the countdown reaching zero, the training session will be completed. There is a fixed 20% chance of a successful training session, at which &lt;br /&gt;
&lt;br /&gt;
===Training with a Mentor===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3258</id>
		<title>Force Training</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3258"/>
		<updated>2012-10-26T12:44:42Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force training is the process by which a user improves their knowledge of the force in order to grow stronger and enhance their abilities. This is accessible through the force meter on the side menu:&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Once selecting this, the user will be presented with the force skills and training options. This screen outlines whether there is a master or apprentice assigned, the users current force level and experience points as well as whether they have any skill points available to spend.&lt;br /&gt;
&lt;br /&gt;
==Effects of Training==&lt;br /&gt;
&lt;br /&gt;
==Training Methods==&lt;br /&gt;
&lt;br /&gt;
[[File:Force_Training_Menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
In the example above there is a green box which is where the user can attempt to study in the ways of the force. Currently a user who is force sensitive has two options for their training, to train alone or train with a mentor.&lt;br /&gt;
&lt;br /&gt;
===Self Training===&lt;br /&gt;
&lt;br /&gt;
Selecting &amp;quot;Train in the force&amp;quot; will allow a force user to commence their training, the window will then change and a countdown will commence.&lt;br /&gt;
&lt;br /&gt;
[[File:Training_Started.PNG]]&lt;br /&gt;
&lt;br /&gt;
The process currently takes one hour to complete, during which time the user is not able to move or perform any actions. The only exception to this is currently performing piloting commands such as setting a course for a ship. What form this actually takes is unclear and is entirely based on the users perception of the event. Some visualise this as deep meditation or reading of books. Others imagine lightsabre practice.&lt;br /&gt;
&lt;br /&gt;
Upon the countdown reaching zero, the training session will be completed. There is a fixed 20% chance of a successful training session, at which &lt;br /&gt;
&lt;br /&gt;
===Training with a Mentor===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3257</id>
		<title>Force Training</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Force_Training&amp;diff=3257"/>
		<updated>2012-10-26T12:42:18Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: Created page with &amp;#039;Force training is the process by which a user improves their knowledge of the force in order to grow stronger and enhance their abilities. This is accessible through the force me…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force training is the process by which a user improves their knowledge of the force in order to grow stronger and enhance their abilities. This is accessible through the force meter on the side menu:&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Once selecting this, the user will be presented with the force skills and training options. This screen outlines whether there is a master or apprentice assigned, the users current force level and experience points as well as whether they have any skill points available to spend.&lt;br /&gt;
&lt;br /&gt;
[[File:Force_Training_Menu.PNG]]&lt;br /&gt;
&lt;br /&gt;
In the example above there is a green box which is where the user can attempt to study in the ways of the force. Currently a user who is force sensitive has two options for their training, to train alone or train with a mentor.&lt;br /&gt;
&lt;br /&gt;
==Self Training==&lt;br /&gt;
&lt;br /&gt;
Selecting &amp;quot;Train in the force&amp;quot; will allow them to commence their training, the window will then change and a countdown will commence.&lt;br /&gt;
&lt;br /&gt;
[[File:Training_Started.PNG]]&lt;br /&gt;
&lt;br /&gt;
The process currently takes one hour to complete, during which time the user is not able to move or perform any actions. The only exception to this is currently performing piloting commands such as setting a course for a ship. What form this actually takes is unclear and is entirely based on the users perception of the event. Some visualise this as deep meditation or reading of books. Others imagine lightsabre practice.&lt;br /&gt;
&lt;br /&gt;
Upon the countdown reaching zero, the training session will be completed.&lt;br /&gt;
&lt;br /&gt;
==Training with a Mentor==&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:Training_Started.PNG&amp;diff=3256</id>
		<title>File:Training Started.PNG</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:Training_Started.PNG&amp;diff=3256"/>
		<updated>2012-10-26T12:39:51Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:Force_Training_Menu.PNG&amp;diff=3255</id>
		<title>File:Force Training Menu.PNG</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:Force_Training_Menu.PNG&amp;diff=3255"/>
		<updated>2012-10-26T12:36:25Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3254</id>
		<title>The Force</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3254"/>
		<updated>2012-10-25T23:07:06Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Initial Skill Allocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Force is what Jedi, Sith and other Force Sensitive characters use. They use it to access force abilities that give them additional strategic options, as well as boosting their usual skills slightly. Many people wish to be Force Sensitive, but very few are.&lt;br /&gt;
&lt;br /&gt;
==How Do I Become Force Sensitive?==&lt;br /&gt;
Most [http://www.swcombine.com/rules/?Races races] have a certain percentage chance of become Force Sensitive (or FS). These are typically very low, with the highest chance being 6%. When you create your character the server will automatically run an equation to determine if you are FS. If you manage to beat the odds you will be found force sensitive. You will not be informed of this however. In order to unlock your force abilities you must be tested by another FS player and they must opt to inform you. See [[Force_Skills#Force_Detection|Force Detection]].&lt;br /&gt;
&lt;br /&gt;
If you are not Force Sensitive at creation, there is a chance for you to become so as you level up. Every 5 levels after the first (ie levels 1, 6, 11, 16, etc) the server will re-roll your FS chance to determine if you have become FS. If you are already FS it does not do this. The equation it uses to determine your chance is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Probability to become Force-Sensitive at Level X = RFP + ((X - 1) ÷ 5) × (RFP ÷ 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* RFP = Race Force Probability, this is what is listed on your races stat page&lt;br /&gt;
* X = your current level&lt;br /&gt;
&lt;br /&gt;
To put it another way, every time your level increases, your chance of becoming force attuned increases by half of your Race Force Probability. For a human, their Race Force Probability is 5% so their chart would look like this&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player Level&#039;&#039;&#039; || &#039;&#039;&#039;Percentage Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5%&lt;br /&gt;
|-&lt;br /&gt;
|6|| 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|11|| 10%&lt;br /&gt;
|-&lt;br /&gt;
|16||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Force Activated==&lt;br /&gt;
Once activated, the user will notice an additional selection of options appear on their menu. The first thing to appear is the force point bar. This shows how many force points the user has. It is also split green and red to denote the light and dark side alignment, the more red the bar is, the closer to dark side the user moves. This is also the way to access [[Force_Training|Force Training]] options.&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Additionally the option appears on the control menu for force actions. Different to the above, this method allows the user to access a list of all their currently available force actions.&lt;br /&gt;
&lt;br /&gt;
[[File:ControlsBar.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Initial Skill Allocation===&lt;br /&gt;
When a user is first found force sensitive and attempts to access the Force page, they will be asked to allocate their initial batch of skill points into their [[Force_Skills|force skills]]. How many the user receive will be determined by how high the facet value is, receiving points which MUST be spent in that force area. The number of points is equal to 1/10th of the facet value rounded up, EG a facet value of 55 means six force points are available for that area.&lt;br /&gt;
&lt;br /&gt;
There are five force facets. The following chart provides an overview of their functionality. A full description of all skills contained is found in the force skills section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facet&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Telepathy&lt;br /&gt;
| Abilities which allow the user to manipulate the minds or perceptions of other characters or NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis&lt;br /&gt;
| Allowing the user to control objects with their mind and using their force of will to affect them.&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| Abilities in relation to the body, restoring or conserving it while allowing the user to avoid others and see the unseen.&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| Using powerful energy forces to reduce incoming fire or inflict damage.&lt;br /&gt;
|-&lt;br /&gt;
| Universal&lt;br /&gt;
| Useful or important abilities such as lightsabre user or force meditation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The facet strength is randomly determined by the game when the initial roll is made above to determine sensitivity. The lower the level when the user passes this roll, the higher the facets. Note that this is not linked to when the user was made force aware and it is possible for a user to be force sensitive from level 1 and not be unlocked for several levels but still have high facets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;boilerplate&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto; text-align: center; background: none; padding: 0 4px; border: 2px solid #ffffff&amp;quot;&amp;gt;&lt;br /&gt;
Overview: The higher the users level, the greater the chance of passing the force roll but the lower their facets if they do pass.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the initial points have been calculated they must be spent before any further force activities can be explored. Skill costs are the same as for normal [[Skills]], and so the higher the level, the more skill points that will be required. Additionally, at this point the user cannot assign skill points to the Universal facet, only to the Telepathy, Life, Energy and Telekinesis facets.&lt;br /&gt;
&lt;br /&gt;
===Gaining Additional Skills===&lt;br /&gt;
&lt;br /&gt;
Additional skill points must be earned through force training. The user attempts to improve their knowledge and mastery of the force, gaining&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3253</id>
		<title>The Force</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3253"/>
		<updated>2012-10-25T23:06:46Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Initial Skill Allocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Force is what Jedi, Sith and other Force Sensitive characters use. They use it to access force abilities that give them additional strategic options, as well as boosting their usual skills slightly. Many people wish to be Force Sensitive, but very few are.&lt;br /&gt;
&lt;br /&gt;
==How Do I Become Force Sensitive?==&lt;br /&gt;
Most [http://www.swcombine.com/rules/?Races races] have a certain percentage chance of become Force Sensitive (or FS). These are typically very low, with the highest chance being 6%. When you create your character the server will automatically run an equation to determine if you are FS. If you manage to beat the odds you will be found force sensitive. You will not be informed of this however. In order to unlock your force abilities you must be tested by another FS player and they must opt to inform you. See [[Force_Skills#Force_Detection|Force Detection]].&lt;br /&gt;
&lt;br /&gt;
If you are not Force Sensitive at creation, there is a chance for you to become so as you level up. Every 5 levels after the first (ie levels 1, 6, 11, 16, etc) the server will re-roll your FS chance to determine if you have become FS. If you are already FS it does not do this. The equation it uses to determine your chance is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Probability to become Force-Sensitive at Level X = RFP + ((X - 1) ÷ 5) × (RFP ÷ 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* RFP = Race Force Probability, this is what is listed on your races stat page&lt;br /&gt;
* X = your current level&lt;br /&gt;
&lt;br /&gt;
To put it another way, every time your level increases, your chance of becoming force attuned increases by half of your Race Force Probability. For a human, their Race Force Probability is 5% so their chart would look like this&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player Level&#039;&#039;&#039; || &#039;&#039;&#039;Percentage Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5%&lt;br /&gt;
|-&lt;br /&gt;
|6|| 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|11|| 10%&lt;br /&gt;
|-&lt;br /&gt;
|16||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Force Activated==&lt;br /&gt;
Once activated, the user will notice an additional selection of options appear on their menu. The first thing to appear is the force point bar. This shows how many force points the user has. It is also split green and red to denote the light and dark side alignment, the more red the bar is, the closer to dark side the user moves. This is also the way to access [[Force_Training|Force Training]] options.&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Additionally the option appears on the control menu for force actions. Different to the above, this method allows the user to access a list of all their currently available force actions.&lt;br /&gt;
&lt;br /&gt;
[[File:ControlsBar.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Initial Skill Allocation===&lt;br /&gt;
When a user is first found force sensitive and attempts to access the Force page, they will be asked to allocate their initial batch of skill points into their [[Force_Skills|force skills]]. How many the user receive will be determined by how high the facet value is, receiving points which MUST be spent in that force area. The number of points is equal to 1/10th of the facet value rounded up, EG a facet value of 55 means six force points are available for that area.&lt;br /&gt;
&lt;br /&gt;
There are five force facets. The following chart provides an overview of their functionality. A full description of all skills contained is found in the force skills section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facet&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Telepathy&lt;br /&gt;
| Abilities which allow the user to manipulate the minds or perceptions of other characters or NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis&lt;br /&gt;
| Allowing the user to control objects with their mind and using their force of will to affect them.&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| Abilities in relation to the body, restoring or conserving it while allowing the user to avoid others and see the unseen.&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| Using powerful energy forces to reduce or inflict damage&lt;br /&gt;
|-&lt;br /&gt;
| Universal&lt;br /&gt;
| Useful or important abilities such as lightsabre user or force meditation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The facet strength is randomly determined by the game when the initial roll is made above to determine sensitivity. The lower the level when the user passes this roll, the higher the facets. Note that this is not linked to when the user was made force aware and it is possible for a user to be force sensitive from level 1 and not be unlocked for several levels but still have high facets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;boilerplate&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto; text-align: center; background: none; padding: 0 4px; border: 2px solid #ffffff&amp;quot;&amp;gt;&lt;br /&gt;
Overview: The higher the users level, the greater the chance of passing the force roll but the lower their facets if they do pass.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the initial points have been calculated they must be spent before any further force activities can be explored. Skill costs are the same as for normal [[Skills]], and so the higher the level, the more skill points that will be required. Additionally, at this point the user cannot assign skill points to the Universal facet, only to the Telepathy, Life, Energy and Telekinesis facets.&lt;br /&gt;
&lt;br /&gt;
===Gaining Additional Skills===&lt;br /&gt;
&lt;br /&gt;
Additional skill points must be earned through force training. The user attempts to improve their knowledge and mastery of the force, gaining&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3252</id>
		<title>The Force</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3252"/>
		<updated>2012-10-25T23:05:53Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Initial Skill Allocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Force is what Jedi, Sith and other Force Sensitive characters use. They use it to access force abilities that give them additional strategic options, as well as boosting their usual skills slightly. Many people wish to be Force Sensitive, but very few are.&lt;br /&gt;
&lt;br /&gt;
==How Do I Become Force Sensitive?==&lt;br /&gt;
Most [http://www.swcombine.com/rules/?Races races] have a certain percentage chance of become Force Sensitive (or FS). These are typically very low, with the highest chance being 6%. When you create your character the server will automatically run an equation to determine if you are FS. If you manage to beat the odds you will be found force sensitive. You will not be informed of this however. In order to unlock your force abilities you must be tested by another FS player and they must opt to inform you. See [[Force_Skills#Force_Detection|Force Detection]].&lt;br /&gt;
&lt;br /&gt;
If you are not Force Sensitive at creation, there is a chance for you to become so as you level up. Every 5 levels after the first (ie levels 1, 6, 11, 16, etc) the server will re-roll your FS chance to determine if you have become FS. If you are already FS it does not do this. The equation it uses to determine your chance is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Probability to become Force-Sensitive at Level X = RFP + ((X - 1) ÷ 5) × (RFP ÷ 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* RFP = Race Force Probability, this is what is listed on your races stat page&lt;br /&gt;
* X = your current level&lt;br /&gt;
&lt;br /&gt;
To put it another way, every time your level increases, your chance of becoming force attuned increases by half of your Race Force Probability. For a human, their Race Force Probability is 5% so their chart would look like this&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player Level&#039;&#039;&#039; || &#039;&#039;&#039;Percentage Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5%&lt;br /&gt;
|-&lt;br /&gt;
|6|| 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|11|| 10%&lt;br /&gt;
|-&lt;br /&gt;
|16||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Force Activated==&lt;br /&gt;
Once activated, the user will notice an additional selection of options appear on their menu. The first thing to appear is the force point bar. This shows how many force points the user has. It is also split green and red to denote the light and dark side alignment, the more red the bar is, the closer to dark side the user moves. This is also the way to access [[Force_Training|Force Training]] options.&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Additionally the option appears on the control menu for force actions. Different to the above, this method allows the user to access a list of all their currently available force actions.&lt;br /&gt;
&lt;br /&gt;
[[File:ControlsBar.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Initial Skill Allocation===&lt;br /&gt;
When a user is first found force sensitive and attempts to access the Force page, they will be asked to allocate their initial batch of skill points into their [[Force_Skills|force skills]]. How many the user receive will be determined by how high the facet value is, receiving points which MUST be spent in that force area. The number of points is equal to 1/10th of the facet value rounded up, EG a facet value of 55 means six force points are available for that area.&lt;br /&gt;
&lt;br /&gt;
There are five force facets. The following chart provides an overview of their functionality. A full description of all skills contained is found in the force skills section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facet&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Telepathy&lt;br /&gt;
| Abilities which allow the user to manipulate the minds of other characters or NPCs.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinesis&lt;br /&gt;
| Allowing the user to control objects with their mind and using their force of will to affect them.&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| Abilities in relation to the body, restoring or conserving it.&lt;br /&gt;
|-&lt;br /&gt;
| Energy&lt;br /&gt;
| Using powerful energy forces to reduce or inflict damage&lt;br /&gt;
|-&lt;br /&gt;
| Universal&lt;br /&gt;
| Useful or important abilities such as lightsabre user or force meditation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The facet strength is randomly determined by the game when the initial roll is made above to determine sensitivity. The lower the level when the user passes this roll, the higher the facets. Note that this is not linked to when the user was made force aware and it is possible for a user to be force sensitive from level 1 and not be unlocked for several levels but still have high facets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;boilerplate&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto; text-align: center; background: none; padding: 0 4px; border: 2px solid #ffffff&amp;quot;&amp;gt;&lt;br /&gt;
Overview: The higher the users level, the greater the chance of passing the force roll but the lower their facets if they do pass.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the initial points have been calculated they must be spent before any further force activities can be explored. Skill costs are the same as for normal [[Skills]], and so the higher the level, the more skill points that will be required. Additionally, at this point the user cannot assign skill points to the Universal facet, only to the Telepathy, Life, Energy and Telekinesis facets.&lt;br /&gt;
&lt;br /&gt;
===Gaining Additional Skills===&lt;br /&gt;
&lt;br /&gt;
Additional skill points must be earned through force training. The user attempts to improve their knowledge and mastery of the force, gaining&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Talk:The_Force&amp;diff=3251</id>
		<title>Talk:The Force</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Talk:The_Force&amp;diff=3251"/>
		<updated>2012-10-25T12:59:38Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: Created page with &amp;#039;Working on rewording skills for force stuff. 25/10/2012 ~ Grim&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Working on rewording skills for force stuff.&lt;br /&gt;
25/10/2012&lt;br /&gt;
~ Grim&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3250</id>
		<title>The Force</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Force&amp;diff=3250"/>
		<updated>2012-10-25T12:59:11Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Force is what Jedi, Sith and other Force Sensitive characters use. They use it to access force abilities that give them additional strategic options, as well as boosting their usual skills slightly. Many people wish to be Force Sensitive, but very few are.&lt;br /&gt;
&lt;br /&gt;
==How Do I Become Force Sensitive?==&lt;br /&gt;
Most [http://www.swcombine.com/rules/?Races races] have a certain percentage chance of become Force Sensitive (or FS). These are typically very low, with the highest chance being 6%. When you create your character the server will automatically run an equation to determine if you are FS. If you manage to beat the odds you will be found force sensitive. You will not be informed of this however. In order to unlock your force abilities you must be tested by another FS player and they must opt to inform you. See [[Force_Skills#Force_Detection|Force Detection]].&lt;br /&gt;
&lt;br /&gt;
If you are not Force Sensitive at creation, there is a chance for you to become so as you level up. Every 5 levels after the first (ie levels 1, 6, 11, 16, etc) the server will re-roll your FS chance to determine if you have become FS. If you are already FS it does not do this. The equation it uses to determine your chance is:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Probability to become Force-Sensitive at Level X = RFP + ((X - 1) ÷ 5) × (RFP ÷ 2)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* RFP = Race Force Probability, this is what is listed on your races stat page&lt;br /&gt;
* X = your current level&lt;br /&gt;
&lt;br /&gt;
To put it another way, every time your level increases, your chance of becoming force attuned increases by half of your Race Force Probability. For a human, their Race Force Probability is 5% so their chart would look like this&lt;br /&gt;
&lt;br /&gt;
{| Border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Player Level&#039;&#039;&#039; || &#039;&#039;&#039;Percentage Chance&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1|| 5%&lt;br /&gt;
|-&lt;br /&gt;
|6|| 7.5%&lt;br /&gt;
|-&lt;br /&gt;
|11|| 10%&lt;br /&gt;
|-&lt;br /&gt;
|16||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Force Activated==&lt;br /&gt;
Once activated, the user will notice an additional selection of options appear on their menu. The first thing to appear is the force point bar. This shows how many force points the user has. It is also split green and red to denote the light and dark side alignment, the more red the bar is, the closer to dark side the user moves. This is also the way to access [[Force_Training|Force Training]] options.&lt;br /&gt;
&lt;br /&gt;
[[File:FPbar.png]] &lt;br /&gt;
&lt;br /&gt;
Additionally the option appears on the control menu for force actions. Different to the above, this method allows the user to access a list of all their currently available force actions.&lt;br /&gt;
&lt;br /&gt;
[[File:ControlsBar.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Initial Skill Allocation===&lt;br /&gt;
When a user is first found force sensitive and attempts to access the Force page, they will be asked to allocate their initial batch of skill points into their[[Force_Skills|force skills]]. How many the user receive will be determined by how high the facet value is, receiving points which MUST be spent in that force area. The number of points is equal to 1/10th of the facet value rounded up, EG a facet value of 55 means six force points are available for that area.&lt;br /&gt;
&lt;br /&gt;
There are five force facets:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Facet&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The facet strength is randomly determined by the game when the initial roll is made above to determine sensitivity. The lower the level when the user passes this roll, the higher the facets. Note that this is not linked to when the user was made force aware and it is possible for a user to be force sensitive from level 1 and not be unlocked for several levels but still have high facets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;boilerplate&amp;quot; style=&amp;quot;width: 80%; margin: 0 auto; text-align: center; background: none; padding: 0 4px; border: 2px solid #ffffff&amp;quot;&amp;gt;&lt;br /&gt;
Overview: The higher the users level, the greater the chance of passing the force roll but the lower their facets if they do pass.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the initial points have been calculated they must be spent before any further force activities can be explored. Skill costs are the same as for normal [[Skills]], and so the higher the level, the more skill points that will be required. Additionally, at this point the user cannot assign skill points to the Universal facet, only to the Telepathy, Life, Energy and Telekinesis facets.&lt;br /&gt;
&lt;br /&gt;
===Gaining Additional Skills===&lt;br /&gt;
&lt;br /&gt;
Additional skill points must be earned through force training. The user attempts to improve their knowledge and mastery of the force, gaining&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:ControlsBar.PNG&amp;diff=3249</id>
		<title>File:ControlsBar.PNG</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:ControlsBar.PNG&amp;diff=3249"/>
		<updated>2012-10-25T12:35:00Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: Controls options.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Controls options.&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3248</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3248"/>
		<updated>2012-10-20T08:42:06Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a crafting kit and require no resources. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Installing a Lock==&lt;br /&gt;
In order to make a door the user must have the relevant access status denoted above and have a Crafting kit equipped. Once equipped the user may install locks and doors through the Room Travel Menu on the main control panel. From there, selecting &amp;quot;Locks&amp;quot; will present the user with a screen similar to below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms either up and down, side to side or even moving up or down floors, theoretically meaning a room can have a lock on all six sides.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;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]] &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keycard==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3247</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3247"/>
		<updated>2012-10-19T21:13:46Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Making a Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a crafting kit and require no resources. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door the user must have the relevant access status denoted above and have a Crafting kit equipped. Once equipped the user may install locks and doors through the Room Travel Menu on the main control panel. From there, selecting &amp;quot;Locks&amp;quot; will present the user with a screen similar to below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms either up and down, side to side or even moving up or down floors, theoretically meaning a room can have a lock on all six sides.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;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]] &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keycard==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3246</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3246"/>
		<updated>2012-10-19T21:13:23Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Making a Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a crafting kit and require no resources. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door the user must have the relevant access status denoted above and have a Crafting kit equipped. Once equipped the user may install locks and doors through the Room Travel Menu on the main control panel. From there, selecting &amp;quot;Locks&amp;quot; will present the user with a screen similar to below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms either up and down, side to side or even moving up or down floors, theoretically meaning a room can have a lock on all six sides.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;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]] &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keycard==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3245</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3245"/>
		<updated>2012-10-19T21:12:57Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Making a Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a crafting kit and require no resources. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door the user must have the relevant access status denoted above and have a Crafting kit equipped. Once equipped the user may install locks and doors through the Room Travel Menu on the main control panel. From there, selecting &amp;quot;Locks&amp;quot; will present the user with a screen similar to below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms either up and down, side to side or even moving up or down floors, theoretically meaning a room can have a lock on all six sides.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;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#Lock Breaking|broken]] &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keycard==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3244</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3244"/>
		<updated>2012-10-19T21:12:46Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Making a Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a crafting kit and require no resources. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door the user must have the relevant access status denoted above and have a Crafting kit equipped. Once equipped the user may install locks and doors through the Room Travel Menu on the main control panel. From there, selecting &amp;quot;Locks&amp;quot; will present the user with a screen similar to below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms either up and down, side to side or even moving up or down floors, theoretically meaning a room can have a lock on all six sides.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;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#Lock Breaking|Broken]] &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keycard==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3243</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3243"/>
		<updated>2012-10-19T21:11:47Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Making a Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a crafting kit and require no resources. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door the user must have the relevant access status denoted above and have a Crafting kit equipped. Once equipped the user may install locks and doors through the Room Travel Menu on the main control panel. From there, selecting &amp;quot;Locks&amp;quot; will present the user with a screen similar to below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms either up and down, side to side or even moving up or down floors, theoretically meaning a room can have a lock on all six sides.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This password CANNOT be recovered or reset and the game will not save this password for users unless they add it to a [[Doors_and_Locks#Keycard|Keycard]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keycard==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3242</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3242"/>
		<updated>2012-10-19T21:09:06Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. They are created using a crafting kit and require no resources. &lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door the user must have the relevant access status denoted above and have a Crafting kit equipped. Once equipped the user may install locks and doors through the Room Travel Menu on the main control panel. From there, selecting &amp;quot;Locks&amp;quot; will present the user with a screen similar to below:&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
In this example it shows all the current directions for travel from this room. A lock may only be installed between two connecting rooms either up and down, side to side or even moving up or down floors, theoretically meaning a room can have a lock on all six sides.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;NOTE: This password CANNOT be recovered or reset and the game will not save this password for users unless they add it to a [[Doors_and_Locks#Keycard|Keycard]].&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keycard==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3241</id>
		<title>Doors and Locks</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Doors_and_Locks&amp;diff=3241"/>
		<updated>2012-10-19T20:57:20Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Making a Door */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Locks are used to create an exclusive barrier between two rooms, preventing unwanted visitors from entering certain areas. &lt;br /&gt;
&lt;br /&gt;
You can only travel through locked door if&lt;br /&gt;
&lt;br /&gt;
*You are the owner of the entity, or&lt;br /&gt;
*You are carrying a keycard that contains the required code, or&lt;br /&gt;
*You have the required code.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
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&amp;amp;ID=23 Tookit] equipped to one of your hand slots. You will also need to be one of the following to make or upgrade a door :&lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity&lt;br /&gt;
&lt;br /&gt;
In addition, if you wish to downgrade a lock, change the password, or unlock the door, you will need to be: &lt;br /&gt;
&lt;br /&gt;
* The owner of the entity&lt;br /&gt;
* The commander of the entity&lt;br /&gt;
* A member of a faction that is the commander of the entity, with &#039;Makeover&#039; [[Privileges|privs]] for the entity, &#039;May Change Door Codes&#039; [[Privileges|privs]], or have the pass code&lt;br /&gt;
&lt;br /&gt;
==Making a Door==&lt;br /&gt;
In order to make a door you need to meet the above requirements. Once this is done you will need to be in one of the rooms you wish to create a door between. Once you are in position, you can follow the below instructions:&lt;br /&gt;
&lt;br /&gt;
* ::Control::&lt;br /&gt;
* Click [Position].&lt;br /&gt;
* Click on [Actions] on the central horizontal bar.&lt;br /&gt;
* Click on the [Locks] button on the left.&lt;br /&gt;
* Click on the [Install] button on the row that corresponds to the direction you wish to install the door.&lt;br /&gt;
* Enter a password, and click the [Submit button].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lock_Selection.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Time to make/upgrade a door==&lt;br /&gt;
Installation Time (hours): Lock Level × 4&lt;br /&gt;
&lt;br /&gt;
That is: 4 hours to make a standard door, 8 hours to upgrade a standard door to a reinforced door, 12 hours to upgrade a reinforced door to a blast door.&lt;br /&gt;
&lt;br /&gt;
==Successful installation==&lt;br /&gt;
Chance to Install: (100 - (Door Type × 35 )) + (Theft/Deceit × 15); &lt;br /&gt;
&lt;br /&gt;
If you successfully installed a lock, you will be rewarded with (Lock Level × 20)xp&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In the case of failure no XP is awarded.&lt;br /&gt;
&lt;br /&gt;
==Locking/Unlocking a Door==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Changing a Password==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Passcodes can not exceed 10 characters or be empty. &lt;br /&gt;
&lt;br /&gt;
==Keys==&lt;br /&gt;
Keys require a [http://www.swcombine.com/rules/?Tools&amp;amp;ID=39 Crafting Kit] to [[Crafting|create]]. Once created they can store up to 20 passcodes.&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Breaking a Lock==&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Chance to Succeed: ((Theft/Deceit+1)÷7)×(0.02×Theft/Deceit+1)×((Theft/Deceit+0.1)÷5) × (2÷(2&amp;lt;sup&amp;gt;Door Type&amp;lt;/sup&amp;gt;))×100 + 1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Caution==&lt;br /&gt;
If you fail at upgrading or installing a door you will have a 50% chance to be injured and lose 2-10 hit points.&lt;br /&gt;
This will be due to carelessness, ineptitude or random mistakes that occur to everyone at some stage.&lt;br /&gt;
&lt;br /&gt;
If you fail to break a lock, there is a small chance the lock breaker will break. &lt;br /&gt;
Chance to Break Lockbreaker: ((6 - Theft/Deceit) × Door Type)&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:Lock_Selection.PNG&amp;diff=3240</id>
		<title>File:Lock Selection.PNG</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:Lock_Selection.PNG&amp;diff=3240"/>
		<updated>2012-10-19T20:56:43Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Main_Page&amp;diff=3239</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Main_Page&amp;diff=3239"/>
		<updated>2012-10-08T17:00:15Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;padding: 0px; margin: 5px 0px; width: 100%; border: 1px solid #000033&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; text-align: center;&amp;quot; | &lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.5em;&amp;quot;&amp;gt; Welcome to the [[Star Wars Combine]] - Guide &amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
It should serve you as a help in [[:Category:Getting Started|getting started]] in the browser-based [[Glossary#M|MMORPG]] in its own [http://holocron.swcombine.com/wiki/Main_Page Star Wars Universe] &amp;lt;br /&amp;gt;&lt;br /&gt;
Check the [[FAQ|Frequently Asked Questions]] - for further help, try [[IRC|#swc-help]]&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width: 100%; background-color: inherit; height: 100%; vertical-align: top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 55%;&amp;quot; | &lt;br /&gt;
  {| style=&amp;quot;width: 100%; height: 100%; border: 1px solid #666666; background-color: #444444; vertical-align: top;&amp;quot; &lt;br /&gt;
   | &lt;br /&gt;
     {| style=&amp;quot;width: 98%; margin-left: 1%; padding: 1%; border: 1px solid black; background-color: #222222;&amp;quot; &lt;br /&gt;
      | style=&amp;quot;width: 100%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;First time?&lt;br /&gt;
      |}&lt;br /&gt;
   |-&lt;br /&gt;
   |&lt;br /&gt;
   {| style=&amp;quot;width: 100%; height: 100%; vertical-align: top; border: 1px solid #111111; background-color: #555566;&amp;quot;&lt;br /&gt;
    | style=&amp;quot;width: 100%;&amp;quot; | If this is your first time playing [[SWC]], it will be beneficial to look through the [[:Category: Getting Started|Getting Started]] section to get a broad understanding of some of the basic principles of the game. Once you have understood these, you should check out the [[Golden Rule]], [[Glossary|Our Languages]], [[Skills|Character Skills]], and [[Factions]], as well as the [[First Week|First Week Guide]], before moving to the Basic Activities and then Advanced Activities listed.&lt;br /&gt;
    |}&lt;br /&gt;
   |-&lt;br /&gt;
   | &lt;br /&gt;
     {| style=&amp;quot;width: 98%; margin-left: 1%; padding: 1%; border: 1px solid black; background-color: #222222;&amp;quot; &lt;br /&gt;
      | style=&amp;quot;width: 100%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Basic activities in the Combine&amp;lt;/span&amp;gt;&lt;br /&gt;
      |}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[The Interface]]&lt;br /&gt;
* [[Travel]]&lt;br /&gt;
* [[Messages|Sending a Message]]&lt;br /&gt;
* [[Forums|Using the Forums]]&lt;br /&gt;
* [[Equipping Items]]&lt;br /&gt;
* [[Party|Managing a Party]]&lt;br /&gt;
* [[Inventory]]&lt;br /&gt;
   |}&lt;br /&gt;
| style=&amp;quot;width: 45%;&amp;quot; | &lt;br /&gt;
  {| style=&amp;quot;width: 100%; height: 100%; border: 1px solid #0033CC; background-color: #003366&amp;quot;&lt;br /&gt;
   | &lt;br /&gt;
     {| style=&amp;quot;width: 98%; margin-left: 1%; padding: 1%; border: 1px solid #000033&amp;quot; &lt;br /&gt;
      | style=&amp;quot;width: 100%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Help&amp;lt;/span&amp;gt;&lt;br /&gt;
      |}&lt;br /&gt;
   |-&lt;br /&gt;
   | &lt;br /&gt;
* [[Combine Points]]&lt;br /&gt;
* [[IRC]]&lt;br /&gt;
* [[Wiki Guide Editing]]&lt;br /&gt;
* [[:Category:OOC|OOC]]&lt;br /&gt;
*[[Glossary]]&lt;br /&gt;
   |-&lt;br /&gt;
   | &lt;br /&gt;
     {| style=&amp;quot;width: 98%; margin-left: 1%; padding: 1%; border: 1px solid #000033&amp;quot; &lt;br /&gt;
      | style=&amp;quot;width: 100%;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Advanced Activities&amp;lt;/span&amp;gt;&lt;br /&gt;
      |}&lt;br /&gt;
   |-&lt;br /&gt;
   | &lt;br /&gt;
     {| style=&amp;quot;width: 97%; margin-left: 1%; padding: 1%; background-color: inherit;&amp;quot; &lt;br /&gt;
      | style=&amp;quot;width: 50%;&amp;quot; | &lt;br /&gt;
* [[Combat]]&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Doors and Locks]]&lt;br /&gt;
* [[Medicine|Healing]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Production]]&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[Prospecting]]&lt;br /&gt;
* [[Recycling]]&lt;br /&gt;
* [[Repairing]]&lt;br /&gt;
* [[Squadrons]]&lt;br /&gt;
* [[The Force]]&lt;br /&gt;
* [[Trading]]&lt;br /&gt;
* [[Creatures]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
      |}&lt;br /&gt;
   |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Administrative pages]]&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Talk:Combat&amp;diff=3238</id>
		<title>Talk:Combat</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Talk:Combat&amp;diff=3238"/>
		<updated>2012-10-08T12:55:18Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: Created page with &amp;#039;Looking at doing some screenshots of creature combat. Just arming up on Dev to do some snaps. ~Grim&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looking at doing some screenshots of creature combat. Just arming up on Dev to do some snaps.&lt;br /&gt;
~Grim&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Production&amp;diff=3231</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Production&amp;diff=3231"/>
		<updated>2012-10-04T00:29:05Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is the process by which [[materials|raw materials]] are manufactured into various items useful throughout the combine. Please note that this is different from [[Construction]], which instead looks at building facilities and stations as opposed to items and ships. This article attempts to cover production of items, ships and vehicles in brief.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
There are various requirements which must be met before a user can attempt to produce objects. The user must acquire the various items needed to start the process. Below follows a list of some of the main requirements before a user can attempt production, along with brief explanations.&lt;br /&gt;
&lt;br /&gt;
* [[Datacard|Datacards]] - All entities in the combine universe are based off Datacards. These small objects contain the technical blueprints to construct an object. Datacards can be set to a finite number of uses or unlimited use.&lt;br /&gt;
* Resources - All production requires raw materials to work with. Depending on the project, different resources will be required. For example in ship construction you may need Varmigio to produce Hyperdrive components and you will often need Nova to produce explosives. Note that if you are producing items for a faction then you need sufficient [[Privileges|privileges]] in order to use faction resources. Production will also cost [[credits]] for each batch of items produced.&lt;br /&gt;
* Facility Access - Almost all production methods, with the exception of items obtained through [[Crafting|crafting]] such as keycards or force craft items require that the user have access to a facility such as a factory in order to produce the entity. This facility MUST be managed or owned by a faction of the appropriate type. For example only a medical facility can manage facilities used to make medical items. Item factions may be used for weapons, armour and tools etc. When producing [[ships]], users may either use a factory for small ships or in some cases, may need to use shipyards.&lt;br /&gt;
* Workers - Worker [[NPC]]s are required who must be managed by the same faction which manages the facility. They must be available for use and not in a party.  The minimum requirement is one NPC, with more reducing the production time. Be aware that there is an optimum number of NPCs required for production, exceeding this will start to increase the production time.&lt;br /&gt;
* Capacity - There must be sufficient space inside the facility to store the finished product. This does not apply however to large ships which are instead built externally.&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
&lt;br /&gt;
Following the requirements, the user must then prepare the facility for production. The materials which are needed must be located in the facility itself. The NPCs must also be located in the same place.&lt;br /&gt;
&lt;br /&gt;
Next the Datacard must be provided, this can only be done from the Command Room of the facility, again the user must have sufficient privileges to use the command room of the factory. The datacard must be assigned to a specific facility based on it&#039;s ID number, which must be provided to the card owner for them to assign. Once the card is available to the facility, the machinery must then be retooled. The retooling process represents the machinery being set up for the next project and existing machinery being changed. It is entirely automated and will take a few hours to complete.&lt;br /&gt;
&lt;br /&gt;
==Queues and Producing==&lt;br /&gt;
&lt;br /&gt;
With the facility tooled, resources available and the NPCs free to work, it is now possible to start production from the facility. Again using the command room, the user must set the number of batches (for items) or quantity (for ships). With batches, items are not produced individually and are produced in lots of a predetermined size and packaged into crates upon completion. This order then forms the first item in the production queue. Note that larger batch orders would mean more are completed in one go and would take less time overall however would take a significantly longer time to get a return. It is therefore possible if users require faster returns on items, to add multiple small batches of the item to the queue.&lt;br /&gt;
&lt;br /&gt;
Once prepared, the user may commence the production. The NPCs and facility will get to work producing the requested entities. The amount of time taken and the financial cost is determined by the users [[Skills#Management|Management skill]], with higher levels reducing the time and cost. Once the order has been completed, the managing faction will receive an update, the user will receive a notification and experience points and if set, the facility will start work on the next batch of items.&lt;br /&gt;
&lt;br /&gt;
It is possible, if the facility has multiple datacards attached, to create production orders for multiple objects, for example it is possible to set a facility to produce a blaster first and then move onto armour afterwards. This will then be added to the queue. Note however, that when the blasters are finished, the facility will still need to be retooled however once retooled the order can be restarted easily.&lt;br /&gt;
&lt;br /&gt;
[[File:Production.PNG||border|center||||Current production screen|Combine current production screen]]&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:Production.PNG&amp;diff=3230</id>
		<title>File:Production.PNG</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:Production.PNG&amp;diff=3230"/>
		<updated>2012-10-04T00:23:19Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: uploaded a new version of &amp;quot;File:Production.PNG&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:Production.PNG&amp;diff=3229</id>
		<title>File:Production.PNG</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:Production.PNG&amp;diff=3229"/>
		<updated>2012-10-04T00:18:21Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3228</id>
		<title>Privileges</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3228"/>
		<updated>2012-10-03T20:09:56Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a person is part of a [[faction]], they are subject to various levels of restrictions and access known as privileges. These determine what the user can see or do in regards to faction resources. Often, new users may be assigned little to no privileges and may gain additional access as they raise through the ranks. At any time privileges can be added or removed by other users with sufficient rights themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How they Work ==&lt;br /&gt;
Privileges generally work on a number system, With level 1 being the lowest (i.e. being able to make the least change), and the level of access rises as the numbers increase with five or six usually being the highest level in most cases, although there are exceptions. You do not need to assign a lower level to assign a higher level access right although it may sometimes be beneficial to do so since the higher level would work more effectively if the lower level is assigned.&lt;br /&gt;
&lt;br /&gt;
Additionally, depending what permission the user has will determine what faction [[events]] appear in the faction events log. For example users must have ships privileges to see various events regarding ship assignments etc.&lt;br /&gt;
&lt;br /&gt;
== Privilege List ==&lt;br /&gt;
&lt;br /&gt;
Note: Ships, Vehicles, Items, NPCs, Creatures and Droids have seperate privilege categories however the levels are the same for each. Therefore they have been merged under the combined title of &amp;quot;Entities&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Set Infofields - Info fields can be considered as ranks or titles. A user has three info fields which can be used.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| View Memberlist - The user will be able to view the entire members list of the current faction&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Accept/Decline Members - The user will be able to accept or decline new requests to join the faction. Additionally they may change the automated message sent to new members.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Expel Members - A user with this level may remove other members from the faction. &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Faction Leader - This level is only held by the current faction leader and there may only be one leader at a time. &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Faction Recruit Liason - Any player with this becomes visible on faction page as a liaison for new players to contact should they require information.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Finance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Faction [[Credits]] - The current faction credit count is displayed.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Send Faction Credits - The user may send faction credits to others from the faction itself.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| See Faction Transaction Sheet - This allows the user to view all credit payments into and out of the faction credit fund within a timeframe. This includes [[Facility Income]] and direct credit payments.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| View Budgets - Access to a list of how much users can transfer from faction funds within a monthly period.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Modify Budgets - Budgets for users may be changed&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Set Tax Levels - Primarily available for government factions, this allows the user to define tax levels for income purposes. This determines what percentage of a facility profit is gained as tax for any government controlling a planet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Privileges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| May Give Privileges They Have - Any privilege the user has, they may assign to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| May Change Door Codes - The user may change door codes on Krath owned entities.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Can Protect Faction Assets - The user may protect faction assets. Protected assets cannot be made over without being unprotected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
&#039;&#039;As per above, this category covers [[Ships]], [[Items]], [[Vehicles]], [[NPC]]s, [[Creatures]] and [[Droids]]&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View - A list of all current entities owned or assigned by the faction becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign - The user may assign access or control of faction entities to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe - The name or description of all entities may be changed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over - An entity&#039;s owner may be changed, effectively giving it to another member or group. Note that protected assets cannot be made over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arrest/Execute ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Enforce Arrest Warrants - If the user is in a position to [[Arrest_and_Execute|Arrest]] another and there is an outstanding warrant the user may enforce this.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enforce Death Warrants - The user may enforce any death warrants current out on others.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Release Prisoners - Any characters currently arrested on a warrant by the faction and held in stun cuffs may be released.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Issue Arrest Warrants - The user may issue an arrest warrant against another. Note that combined with Enforce Arrest Warrants allows the user to issue on the spot warrants.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Issue Death Warrants - The user may issue a warrant for a characters execution. Combine with Enforce Death Warrant to be able to execute a character on the spot.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Modify IFF List - The Faction IFF list can be changed, allowing them to determine which users or factions are determined friendly or enemies.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Security Authorisations - Allows the user to authorise other factions of certain types to issue and enforce arrest or death warrants in their territory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GNS ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Social - Allows the player to publish a Social category [[GNS]].&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Military - Allows the player to publish a Military category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Political - Allows the player to publish a Political category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Economic - Allows the player to publish a Economic category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Censorship - This is only available to the current [[Galactic Government]] faction and allows members with this permission to attempt to censor and remove other factions GNS. Note that this does not stop hacked posts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Stations ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View [[Space Stations]] - See a list of all Space Stations currently assigned to or owned by the faction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Space Stations - Assign Commander and Operator rights of Space Stations to others.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Space Stations - The ability to rename or describe a space station.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Space Stations - The user may change the ownership of a space station to another user or faction.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Station Control Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Station Construction Requests - The user may approve or deny any requests for [[Construction#Space_Stations|Station construction]] others have asked for.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Facility ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Facilities - Ability to view all facilities the faction owns.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Facilities - Ability to assign Management or Operator rights to another.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Facilities - Facilities may be renamed or described.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Facilities - Facility ownership may be given to another.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Facility Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Facility Construction Requests - The user may accept or deny requests from others to [[Construction#Facility_Construction_Requirements|construct facilities]] in their territory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Raw Materials - View all faction raw materials. Also required to use faction materials for production and construction purposes.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Merge Raw Materials - Raw materials piles of the same type in the same place may be combined for ease of management.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Merge Raw Materials - The user may combine and rename raw materials of the same type and location.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Raw Materials - Materials may be given to another faction or user.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tags===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1 &lt;br /&gt;
| Assign Tags - Preexisting tags may be assigned to various entities or facilities to assist in their sorting.&lt;br /&gt;
|-&lt;br /&gt;
| 2 &lt;br /&gt;
| Rename Tags - Existing tags may be renamed.&lt;br /&gt;
|-&lt;br /&gt;
| 3 &lt;br /&gt;
| Create Tags - The user may add tags to entities to help with sorting or organisation. This also affects NPC weapons and item fitout.&lt;br /&gt;
|-&lt;br /&gt;
| 4 &lt;br /&gt;
| Delete Tags - The user may remove tags.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Production===&lt;br /&gt;
&#039;&#039;Note, many of these are only applicable if the member is of the right faction to be able to produce of that type.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Produce in Facilities - If a member of a faction which can produce items the user may use a facility. See the rules on [[Production]] for prerequisites.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Produce in Stations - User is able to produce ships in stations.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Assign Datacards - The user may assign datacards their faction currently owns.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Construct Facilities - The user is able to build any facility for their faction without the need to seek approval.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Create Cities - The user is able to found a city for their faction without approval.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Construct Space Stations - Space stations may be constructed for the faction without the need for approval.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cities===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Cities - The user may view all cities and hidden cities the faction controls.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Cities - The city may be assigned to another user as Administrator or Chief Commissioner. Note that this will not affect control of any facilities in the city.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe - The name and city description may be changed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over - Control of the city may be changed to someone else. Note that this will not affect control of any facilities in the city.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Accept City Construction Requests - The user may accept requests from others to build cities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Planets===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Planets - View a list of all planets the faction currently controls.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Planets - Planets may be assigned to other users as Governor or Magistrate. Note that planetary ownership though is controlled by the percentage of faction owned [[Planets|Flats]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===NPC Management===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Purchase NPCs - The user may purchase NPCs from any available facility for their faction.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Edit NPCs - The user may change the skill points of any faction NPC.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Fire NPCs - NPCs may be fired, effectively removing them from the factions service. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stock===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Stocks - Ability to view all stocks the faction owns.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Make Over Stocks - Users may sell or transfer stocks the faction owns to others.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Datacard===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Datacards - The ability to see all Datacards the faction has and who they are assigned to.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Second in Command===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Second in Command - This player is defined as the faction second in command. There may only be one at a time. Upon the faction leaders death, this player automatically becomes the new Faction leader.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3227</id>
		<title>Privileges</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3227"/>
		<updated>2012-10-03T19:49:08Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a person is part of a [[faction]], they are subject to various levels of restrictions and access known as privileges. These determine what the user can see or do in regards to faction resources. Often, new users may be assigned little to no privileges and may gain additional access as they raise through the ranks. At any time privileges can be added or removed by other users with sufficient rights themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How they Work ==&lt;br /&gt;
Privileges generally work on a number system, With level 1 being the lowest (i.e. being able to make the least change), and the level of access rises as the numbers increase with five or six usually being the highest level in most cases, although there are exceptions. You do not need to assign a lower level to assign a higher level access right although it may sometimes be beneficial to do so since the higher level would work more effectively if the lower level is assigned.&lt;br /&gt;
&lt;br /&gt;
Additionally, depending what permission the user has will determine what faction [[events]] appear in the faction events log. For example users must have ships privileges to see various events regarding ship assignments etc.&lt;br /&gt;
&lt;br /&gt;
== Privilege List ==&lt;br /&gt;
&lt;br /&gt;
Note: Ships, Vehicles, Items, NPCs and Droids have seperate privilege categories however the levels are the same for each. Therefore they have been merged under the combined title of &amp;quot;Entities&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Set Infofields - Info fields can be considered as ranks or titles. A user has three info fields which can be used.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| View Memberlist - The user will be able to view the entire members list of the current faction&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Accept/Decline Members - The user will be able to accept or decline new requests to join the faction. Additionally they may change the automated message sent to new members.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Expel Members - A user with this level may remove other members from the faction. &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Faction Leader - This level is only held by the current faction leader and there may only be one leader at a time. &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Faction Recruit Liason - Any player with this becomes visible on faction page as a liaison for new players to contact should they require information.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Finance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Faction [[Credits]] - The current faction credit count is displayed.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Send Faction Credits - The user may send faction credits to others from the faction itself.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| See Faction Transaction Sheet - This allows the user to view all credit payments into and out of the faction credit fund within a timeframe. This includes [[Facility Income]] and direct credit payments.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| View Budgets - Access to a list of how much users can transfer from faction funds within a monthly period.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Modify Budgets - Budgets for users may be changed&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Set Tax Levels - Primarily available for government factions, this allows the user to define tax levels for income purposes. This determines what percentage of a facility profit is gained as tax for any government controlling a planet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Privileges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| May Give Privileges They Have - Any privilege the user has, they may assign to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| May Change Door Codes - The user may change door codes on Krath owned entities.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Can Protect Faction Assets - The user may protect faction assets. Protected assets cannot be made over without being unprotected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Entities ===&lt;br /&gt;
&#039;&#039;As per above, this category covers [[Ships]], [[Items]], [[Vehicles]], [[NPC]]s and [[Droids]]&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View - A list of all current entities owned or assigned by the faction becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign - The user may assign access or control of faction entities to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe - The name or description of all entities may be changed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over - An entity&#039;s owner may be changed, effectively giving it to another member or group. Note that protected assets cannot be made over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arrest/Execute ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Enforce Arrest Warrants - If the user is in a position to [[Arrest_and_Execute|Arrest]] another and there is an outstanding warrant the user may enforce this.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enforce Death Warrants - The user may enforce any death warrants current out on others.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Release Prisoners - Any characters currently arrested on a warrant by the faction and held in stun cuffs may be released.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Issue Arrest Warrants - The user may issue an arrest warrant against another. Note that combined with Enforce Arrest Warrants allows the user to issue on the spot warrants.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Issue Death Warrants - The user may issue a warrant for a characters execution. Combine with Enforce Death Warrant to be able to execute a character on the spot.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Modify IFF List - The Faction IFF list can be changed, allowing them to determine which users or factions are determined friendly or enemies.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Security Authorisations - Allows the user to authorise other factions of certain types to issue and enforce arrest or death warrants in their territory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GNS ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Social - Allows the player to publish a Social category [[GNS]].&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Military - Allows the player to publish a Military category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Political - Allows the player to publish a Political category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Economic - Allows the player to publish a Economic category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Censorship - This is only available to the current [[Galactic Government]] faction and allows members with this permission to attempt to censor and remove other factions GNS. Note that this does not stop hacked posts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Stations ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View [[Space Stations]] - See a list of all Space Stations currently assigned to or owned by the faction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Space Stations - Assign Commander and Operator rights of Space Stations to others.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Space Stations - The ability to rename or describe a space station.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Space Stations - The user may change the ownership of a space station to another user or faction.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Station Control Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Station Construction Requests - The user may approve or deny any requests for [[Construction#Space_Stations|Station construction]] others have asked for.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Facility ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Facilities - Ability to view all facilities the faction owns.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Facilities - Ability to assign Management or Operator rights to another.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Facilities - Facilities may be renamed or described.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Facilities - Facility ownership may be given to another.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Facility Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Facility Construction Requests - The user may accept or deny requests from others to [[Construction#Facility_Construction_Requirements|construct facilities]] in their territory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Raw Materials - View all faction raw materials. Also required to use faction materials for production and construction purposes.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Merge Raw Materials - Raw materials piles of the same type in the same place may be combined for ease of management.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Merge Raw Materials - The user may combine and rename raw materials of the same type and location.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Raw Materials - Materials may be given to another faction or user.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3226</id>
		<title>Privileges</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3226"/>
		<updated>2012-10-03T19:44:04Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a person is part of a [[faction]], they are subject to various levels of restrictions and access known as privileges. These determine what the user can see or do in regards to faction resources. Often, new users may be assigned little to no privileges and may gain additional access as they raise through the ranks. At any time privileges can be added or removed by other users with sufficient rights themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How they Work ==&lt;br /&gt;
Privileges generally work on a number system, With level 1 being the lowest (i.e. being able to make the least change), and the level of access rises as the numbers increase with five or six usually being the highest level in most cases, although there are exceptions. You do not need to assign a lower level to assign a higher level access right although it may sometimes be beneficial to do so since the higher level would work more effectively if the lower level is assigned.&lt;br /&gt;
&lt;br /&gt;
Additionally, depending what permission the user has will determine what faction [[events]] appear in the faction events log. For example users must have ships privileges to see various events regarding ship assignments etc.&lt;br /&gt;
&lt;br /&gt;
== Privilege List ==&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Set Infofields - Info fields can be considered as ranks or titles. A user has three info fields which can be used.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| View Memberlist - The user will be able to view the entire members list of the current faction&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Accept/Decline Members - The user will be able to accept or decline new requests to join the faction. Additionally they may change the automated message sent to new members.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Expel Members - A user with this level may remove other members from the faction. &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Faction Leader - This level is only held by the current faction leader and there may only be one leader at a time. &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Faction Recruit Liason - Any player with this becomes visible on faction page as a liaison for new players to contact should they require information.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Finance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Faction [[Credits]] - The current faction credit count is displayed.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Send Faction Credits - The user may send faction credits to others from the faction itself.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| See Faction Transaction Sheet - This allows the user to view all credit payments into and out of the faction credit fund within a timeframe. This includes [[Facility Income]] and direct credit payments.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| View Budgets - Access to a list of how much users can transfer from faction funds within a monthly period.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Modify Budgets - Budgets for users may be changed&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Set Tax Levels - Primarily available for government factions, this allows the user to define tax levels for income purposes. This determines what percentage of a facility profit is gained as tax for any government controlling a planet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Privileges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| May Give Privileges They Have - Any privilege the user has, they may assign to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| May Change Door Codes - The user may change door codes on Krath owned entities.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Can Protect Faction Assets - The user may protect faction assets. Protected assets cannot be made over without being unprotected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Ships - A list of all current faction owned or assigned vessels becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Ships - The user may assign access or control to faction ships to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Ships - The name or description of ships may be changed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Ships - A ships owner may be changed, effectively giving it to another member or group. Note that protected assets cannot be made over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Vehicles - A list of all current faction owned or assigned vehicles becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Vehicles - The user may assign access or control to faction vehicles to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Vehicles - The name or description of vehicles may be changed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Vehicles - A vehicles owner may be changed, effectively giving it to another member or group. Note that protected assets cannot be made over.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Items - Users of this permission may see every item currently owned or assigned to the faction.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Items - Users may assign Quartermaster or Carrier status of an item to others.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename Items - Items may be renamed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Items - Item ownership may be given to another faction or individual.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Droid ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Droids - View a list of all droids the faction owns.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Droids - User may assign Manager or Supervisor status of a droid to another.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Droids - Droids may be renamed or described.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Droids - Ownership of the droids can be transferred to another.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arrest/Execute ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Enforce Arrest Warrants - If the user is in a position to [[Arrest_and_Execute|Arrest]] another and there is an outstanding warrant the user may enforce this.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enforce Death Warrants - The user may enforce any death warrants current out on others.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Release Prisoners - Any characters currently arrested on a warrant by the faction and held in stun cuffs may be released.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Issue Arrest Warrants - The user may issue an arrest warrant against another. Note that combined with Enforce Arrest Warrants allows the user to issue on the spot warrants.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Issue Death Warrants - The user may issue a warrant for a characters execution. Combine with Enforce Death Warrant to be able to execute a character on the spot.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Modify IFF List - The Faction IFF list can be changed, allowing them to determine which users or factions are determined friendly or enemies.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Security Authorisations - Allows the user to authorise other factions of certain types to issue and enforce arrest or death warrants in their territory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GNS ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Social - Allows the player to publish a Social category [[GNS]].&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Military - Allows the player to publish a Military category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Political - Allows the player to publish a Political category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Economic - Allows the player to publish a Economic category GNS.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Censorship - This is only available to the current [[Galactic Government]] faction and allows members with this permission to attempt to censor and remove other factions GNS. Note that this does not stop hacked posts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Stations ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View [[Space Stations]] - See a list of all Space Stations currently assigned to or owned by the faction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Space Stations - Assign Commander and Operator rights of Space Stations to others.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Space Stations - The ability to rename or describe a space station.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Space Stations - The user may change the ownership of a space station to another user or faction.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Station Control Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Station Construction Requests - The user may approve or deny any requests for [[Construction#Space_Stations|Station construction]] others have asked for.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Facility ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Facilities - Ability to view all facilities the faction owns.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Facilities - Ability to assign Management or Operator rights to another.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Facilities - Facilities may be renamed or described.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Facilities - Facility ownership may be given to another.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Facility Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Facility Construction Requests - The user may accept or deny requests from others to [[Construction#Facility_Construction_Requirements|construct facilities]] in their territory.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Raw Materials - View all faction raw materials. Also required to use faction materials for production and construction purposes.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Merge Raw Materials - Raw materials piles of the same type in the same place may be combined for ease of management.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Merge Raw Materials - The user may combine and rename raw materials of the same type and location.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Raw Materials - Materials may be given to another faction or user.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3225</id>
		<title>Privileges</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3225"/>
		<updated>2012-10-03T11:58:38Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a person is part of a [[faction]], they are subject to various levels of restrictions and access known as privileges. These determine what the user can see or do in regards to faction resources. Often, new users may be assigned little to no privileges and may gain additional access as they raise through the ranks. At any time privileges can be added or removed by other users with sufficient rights themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How they Work ==&lt;br /&gt;
Privileges generally work on a number system, With level 1 being the lowest (i.e. being able to make the least change), and the level of access rises as the numbers increase with five or six usually being the highest level in most cases, although there are exceptions. You do not need to assign a lower level to assign a higher level access right although it may sometimes be beneficial to do so since the higher level would work more effectively if the lower level is assigned.&lt;br /&gt;
&lt;br /&gt;
Additionally, depending what permission the user has will determine what faction [[events]] appear in the faction events log. For example users must have ships privileges to see various events regarding ship assignments etc.&lt;br /&gt;
&lt;br /&gt;
== Privilege List ==&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Set Infofields - Info fields can be considered as ranks or titles. A user has three info fields which can be used.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| View Memberlist - The user will be able to view the entire members list of the current faction&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Accept/Decline Members - The user will be able to accept or decline new requests to join the faction. Additionally they may change the automated message sent to new members.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Expel Members - A user with this level may remove other members from the faction. &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Faction Leader - This level is only held by the current faction leader and there may only be one leader at a time. &lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Faction Recruit Liason - Any player with this becomes visible on faction page as a liaison for new players to contact should they require information.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Finance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Faction [[Credits]] - The current faction credit count is displayed.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Send Faction Credits - The user may send faction credits to others from the faction itself.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| See Faction Transaction Sheet - This allows the user to view all credit payments into and out of the faction credit fund within a timeframe. This includes [[Facility Income]] and direct credit payments.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| View Budgets - Access to a list of how much users can transfer from faction funds within a monthly period.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Modify Budgets - Budgets for users may be changed&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Set Tax Levels - Primarily available for government factions, this allows the user to define tax levels for income purposes. This determines what percentage of a facility profit is gained as tax for any government controlling a planet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Privileges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| May Give Privileges They Have - Any privilege the user has, they may assign to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| May Change Door Codes - The user may change door codes on Krath owned entities.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Can Protect Faction Assets - The user may protect faction assets. Protected assets cannot be made over without being unprotected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Ships - A list of all current faction owned or assigned vessels becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Ships - The user may assign access or control to faction ships to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Ships - The name or description of ships may be changed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Ships - A ships owner may be changed, effectively giving it to another member or group. Note that protected assets cannot be made over.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Vehicles - A list of all current faction owned or assigned vehicles becomes available.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Vehicles - The user may assign access or control to faction vehicles to any other user.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Vehicles - The name or description of vehicles may be changed.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Vehicles - A vehicles owner may be changed, effectively giving it to another member or group. Note that protected assets cannot be made over.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Items&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Items&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename Items&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Droid ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Droids&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Droids&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Droids&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Droids&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arrest/Execute ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Enforce Arrest Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enforce Death Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Release Prisoners&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Issue Arrest Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Issue Death Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Modify IFF List&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Security Authorisations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GNS ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Social&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Military&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Political&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Economic&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Censorship ([[Galactic Government]] Only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Stations ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View [[Space Stations]]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Space Stations&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Space Stations&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Space Stations&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Station Control Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Station Construction Requests&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Facility ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Facility Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Facility Construction Requests&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Raw Materials - Also required to use faction materials for [[production]] and [[Construction|construction]] purposes.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Merge Raw Materials&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Merge Raw Materials&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Raw Materials&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3224</id>
		<title>Privileges</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Privileges&amp;diff=3224"/>
		<updated>2012-10-03T11:38:29Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Privileges are what allows faction members to perform certain tasks, such as Arresting/Executing (A/E) and production. The rules page states it like this: &amp;quot;Privileges are given to members of a faction by their leader and enable the privilege holder to perform certain activities for his faction. For example, he may assign ships, post to the political news, or arrest other members of the faction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== How they Work ==&lt;br /&gt;
Privileges work on a number system, With level 1 being the lowest (i.e. being able to make the least change), and the level of access rises as the numbers increase with five or six usually being the highest level in most cases. You do not need to assign a lower level to assign a higher level access right although it may sometimes be beneficial to do so.&lt;br /&gt;
&lt;br /&gt;
== Privilege List ==&lt;br /&gt;
&lt;br /&gt;
=== Members ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Set Infofields&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| View Memberlist&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Accept/Decline Members - Ability to accept or decline join requests from new members. Also grants the ability to change the faction join message&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Expel Members&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Faction Leader. May give position to faction member if it&#039;s a Paramilitary, Religious or Government group.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Faction Recruit Liason. Player name becomes visible on faction page for players to contact should they require information.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Finance ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Faction [[Credits]]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Send Faction Credits&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| See Faction Transaction Sheet&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| View Budgets&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Modify Budgets&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Set Tax Levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Privileges ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| May Give Privileges They Have&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| May Change Door Codes&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Can Protect Faction Assets&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ship ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Ships&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Ships&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Ships&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Ships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Vehicles&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Vehicles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Items&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Items&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename Items&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Droid ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Droids&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Droids&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Droids&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Droids&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arrest/Execute ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Enforce Arrest Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enforce Death Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Release Prisoners&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Issue Arrest Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Issue Death Warrants&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Modify IFF List&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Security Authorisations&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== GNS ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Social&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Military&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Political&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Economic&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Censorship ([[Galactic Government]] Only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Space Stations ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View [[Space Stations]]&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Space Stations&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Space Stations&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Space Stations&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Station Control Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Station Construction Requests&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Facility ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Assign Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Describe Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Facilities&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Facility Room Access&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Accept Facility Construction Requests&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Access Level&lt;br /&gt;
! What You Can Do&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| View Raw Materials - Also required to use faction materials for [[production]] and [[Construction|construction]] purposes.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Merge Raw Materials&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Rename &amp;amp; Merge Raw Materials&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Make Over Raw Materials&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Creating_an_Account&amp;diff=3210</id>
		<title>Creating an Account</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Creating_an_Account&amp;diff=3210"/>
		<updated>2012-10-03T11:29:38Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* First Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Firstly, welcome to the Star Wars Combine (SWC).  It is likely that you have already created your account, but there are several important points below that you should keep in mind.&lt;br /&gt;
&lt;br /&gt;
==First Page==&lt;br /&gt;
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 those players. SWC is based around communities of players, and making multiple accounts to by-pass this is treated harshly.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
==Second Page==&lt;br /&gt;
This is where you set up the various details of your account, and your first character&#039;s name.&lt;br /&gt;
&lt;br /&gt;
===Character Handle===&lt;br /&gt;
This is what you would like to have as your character&#039;s name. It is also what you can use to log in to SWC. There are a series of rules which must be followed when creating a username. If the rules are not followed then your username will be rejected and you will need to rethink.&lt;br /&gt;
&lt;br /&gt;
*Any character name must sound like a name and be properly capitalised. Numbers or special characters are not accepted.&lt;br /&gt;
*Titles are not accepted in a username. EG: Sir, Lord, Darth etc.&lt;br /&gt;
*Usernames must not resemble actual characters from the Star Wars or other fictional universe nor can they match names of real life celebrities or organisations.&lt;br /&gt;
&lt;br /&gt;
Combine staff reserve the right to reject names which they feel are inappropriate and may also force a users name to change should certain circumstances require it.&lt;br /&gt;
&lt;br /&gt;
===E-mail===&lt;br /&gt;
This is the email where your confirmation will be sent. It must therefore be a valid E-Mail address.&lt;br /&gt;
&lt;br /&gt;
===Personal Information===&lt;br /&gt;
These sections are not required, and will not be viewable by other players unless you wish to allow them to do so.&lt;br /&gt;
&lt;br /&gt;
===Contact Information===&lt;br /&gt;
Like personal information, this is not required and will not be viewable unless you allow it.&lt;br /&gt;
&lt;br /&gt;
===Other Information===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The &#039;multi&#039; text box is for those new players that will be using the same Internet connection as an existing player. Enter the existing player&#039;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.&lt;br /&gt;
&lt;br /&gt;
Next step: [[Creating_your_Character|Character creation]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Getting Started]]&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Interface&amp;diff=3208</id>
		<title>The Interface</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Interface&amp;diff=3208"/>
		<updated>2012-10-03T11:27:33Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Sidebar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Interface is basically everything you interact with to make things happen within [[SWC]]. There are a couple of main areas of the interface that you should understand.&lt;br /&gt;
&lt;br /&gt;
==Top Bar==&lt;br /&gt;
[[File:Topbar.png]] &lt;br /&gt;
&lt;br /&gt;
This top-most series of links provides shortcuts to some of the main areas of the site.&lt;br /&gt;
&lt;br /&gt;
* [[Sim News|News]] - this link takes you to news from the developers and administration&lt;br /&gt;
* Members - this takes you to the start page &lt;br /&gt;
* Rules - this takes you to the rules pages where you can get in-depth information on various aspects of SWC&lt;br /&gt;
* [[Forums|Forum]] - this gives you access to the SWC forums&lt;br /&gt;
* The Guide - takes you here&lt;br /&gt;
* Community - opens a page where the sidebar provides links to various [[Glossary#O|OOC]] community areas&lt;br /&gt;
* Contact Us - Gives a list of the various people that are involved in [[SWC]], and what aspects they look after&lt;br /&gt;
* Live Chat - provides access to the [[IRC]] server where you can talk with other players&lt;br /&gt;
&lt;br /&gt;
==Icon Bar==&lt;br /&gt;
[[File:Timebar.png]]&lt;br /&gt;
&lt;br /&gt;
This bar that stretches across the entire page holds some crucial information.&lt;br /&gt;
&lt;br /&gt;
* Time - this is the current [[SWC]] time, which is based upon US Pacific Standard Time (GMT-7hr)&lt;br /&gt;
* Member count - this is the total number of members that have been active in the last week&lt;br /&gt;
* Online - this is the current number of players that are online at the moment&lt;br /&gt;
* Icons - these are icons that link to various sections of the website&lt;br /&gt;
* Logged in - this tells you who you are logged in as, as well as the logout button&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nothing New&#039;&#039;&#039; || &#039;&#039;&#039;New events/messages/news&#039;&#039;&#039; || &#039;&#039;&#039;Icon type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Snews.gif|center]] || [[File:Snews_lit.gif|center]] || [[Sim News]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gnews.gif|center]] || [[File:Gnews_lit.gif|center]] || [[Galactic News Service]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Message.gif|center]] || [[File:Message_lit.gif|center]] || [[Messages]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pevent.gif|center]] || [[File:Pevent_lit.gif|center]] || [[Personal Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fevent.gif|center]] || [[File:Fevent_lit.gif|center]] || [[Faction Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ievent.gif|center]] || [[File:Ievent_lit.gif|center]] || [[Inventory Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cevent.gif|center]] || [[File:Cevent_lit.gif|center]] || [[Combat Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Revent.gif|center]] || [[File:Revent_lit.gif|center]] || [[Room Event]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sidebar==&lt;br /&gt;
[[File:Sidebar.png|left]] This allows you to access the majority of pages that have a direct influence on your character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Avatar - this is the image that portrays your character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Name (Ellias Aubec) - this is the name of your character&lt;br /&gt;
* Faction (ReRunRecycling) - this is the name of the faction you are currently in (Freelancer if you have no faction)&lt;br /&gt;
* [[HP]] - your current/maximum hit points&lt;br /&gt;
* [[XP]] - your current XP number and progress to next level&lt;br /&gt;
* Level - your current level&lt;br /&gt;
* [[Combine Points|CP]] - your current number of CPs (will be green with a + at the end if you have voting sites left to vote on)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
* Gives your current location (if inside an entity will give the name and type, if outside in a city or on Terrain will give your co-ordinates)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
* [[Position]] - access the Position page, allowing you to move your character around either in a city/Terrain or inside an entity&lt;br /&gt;
* [[Equipment]] - access the Equipment page, allowing you to equip items at your location to you, and see items on the floor&lt;br /&gt;
* [[Party]] - access the Party page, allowing you to add NPCs/Droids/PCs to your party or remove them&lt;br /&gt;
* [[Travel|Enter Cockpit]] - access the Cockpit page, allowing you to access the movement and other abilities of the ship/vehicle/spacestation you are in&lt;br /&gt;
* [[Building Management]] - access the Management page, allowing you to access the abilities of the facility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manage&#039;&#039;&#039;&lt;br /&gt;
* [[Account Settings]] - change various things about your account and OOC information&lt;br /&gt;
* [[Character]] - view your skills, change your biography and history, edit your signature and others&lt;br /&gt;
* [[Faction Page|Faction]] - allows you to view various abilities you may have to manage your faction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039;&lt;br /&gt;
* [[Inventory|Personal]] - shows how many of each asset you own personally&lt;br /&gt;
* [[Inventory|Faction]] - shows how many of each assets your faction owns&lt;br /&gt;
* [[Transaction Sheets]] - &lt;br /&gt;
* [[City Permissions]] - allows you to view requests for cities both by you and to you&lt;br /&gt;
* [[Build Permissions]] - allows you to view requests for facilities both by you and to you&lt;br /&gt;
* [[Station Permissions]] - allows you to view requests for stations both by you and to you&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Production&#039;&#039;&#039;&lt;br /&gt;
* [[Construction#Space_Stations|Station Construction]] - allows you to start construction of a space station&lt;br /&gt;
* [[Construction#City_Placement|City Creation]] - allows you to lay a city slab down&lt;br /&gt;
* [[Construction#Facility_Construction_Requirements|Facility Construction]] - allows you to start construction of a facility&lt;br /&gt;
* [[Roads]] - allows you to create and destroy roads on the current city&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comlink&#039;&#039;&#039;&lt;br /&gt;
* [[Messages|Send Message]] - opens a page where you can send a message to someone&lt;br /&gt;
* [[Classifieds]] - an area where people can post sales&lt;br /&gt;
* [[Search Profiles]] - allows you to search the profiles of other players&lt;br /&gt;
&lt;br /&gt;
* Search - search function to search the SWC website&lt;br /&gt;
* [[Bug Base|Report Bug]] - link to the bug report page where you can inform the administration of bugs you have encountered&lt;br /&gt;
* [[Support Ticket|Contact Support]] - allows you to send a ticket to the administration if you have a problem with your account or another player&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Here is a YouTube video tutorial, explaining these various features:&lt;br /&gt;
&lt;br /&gt;
{{#widget:YouTube|id=QBtA_2VcWWY}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Features]]&lt;br /&gt;
[[Category: Video Tutorials]]&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Interface&amp;diff=3207</id>
		<title>The Interface</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Interface&amp;diff=3207"/>
		<updated>2012-10-03T11:26:10Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Interface is basically everything you interact with to make things happen within [[SWC]]. There are a couple of main areas of the interface that you should understand.&lt;br /&gt;
&lt;br /&gt;
==Top Bar==&lt;br /&gt;
[[File:Topbar.png]] &lt;br /&gt;
&lt;br /&gt;
This top-most series of links provides shortcuts to some of the main areas of the site.&lt;br /&gt;
&lt;br /&gt;
* [[Sim News|News]] - this link takes you to news from the developers and administration&lt;br /&gt;
* Members - this takes you to the start page &lt;br /&gt;
* Rules - this takes you to the rules pages where you can get in-depth information on various aspects of SWC&lt;br /&gt;
* [[Forums|Forum]] - this gives you access to the SWC forums&lt;br /&gt;
* The Guide - takes you here&lt;br /&gt;
* Community - opens a page where the sidebar provides links to various [[Glossary#O|OOC]] community areas&lt;br /&gt;
* Contact Us - Gives a list of the various people that are involved in [[SWC]], and what aspects they look after&lt;br /&gt;
* Live Chat - provides access to the [[IRC]] server where you can talk with other players&lt;br /&gt;
&lt;br /&gt;
==Icon Bar==&lt;br /&gt;
[[File:Timebar.png]]&lt;br /&gt;
&lt;br /&gt;
This bar that stretches across the entire page holds some crucial information.&lt;br /&gt;
&lt;br /&gt;
* Time - this is the current [[SWC]] time, which is based upon US Pacific Standard Time (GMT-7hr)&lt;br /&gt;
* Member count - this is the total number of members that have been active in the last week&lt;br /&gt;
* Online - this is the current number of players that are online at the moment&lt;br /&gt;
* Icons - these are icons that link to various sections of the website&lt;br /&gt;
* Logged in - this tells you who you are logged in as, as well as the logout button&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nothing New&#039;&#039;&#039; || &#039;&#039;&#039;New events/messages/news&#039;&#039;&#039; || &#039;&#039;&#039;Icon type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Snews.gif|center]] || [[File:Snews_lit.gif|center]] || [[Sim News]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gnews.gif|center]] || [[File:Gnews_lit.gif|center]] || [[Galactic News Service]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Message.gif|center]] || [[File:Message_lit.gif|center]] || [[Messages]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pevent.gif|center]] || [[File:Pevent_lit.gif|center]] || [[Personal Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fevent.gif|center]] || [[File:Fevent_lit.gif|center]] || [[Faction Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ievent.gif|center]] || [[File:Ievent_lit.gif|center]] || [[Inventory Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cevent.gif|center]] || [[File:Cevent_lit.gif|center]] || [[Combat Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Revent.gif|center]] || [[File:Revent_lit.gif|center]] || [[Room Event]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sidebar==&lt;br /&gt;
[[File:Sidebar.png|left]] This allows you to access the majority of pages that have a direct influence on your character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Avatar - this is the image that portrays your character&lt;br /&gt;
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* Name (Ellias Aubec) - this is the name of your character&lt;br /&gt;
* Faction (ReRunRecycling) - this is the name of the faction you are currently in (Freelancer if you have no faction)&lt;br /&gt;
* [[HP]] - your current/maximum hit points&lt;br /&gt;
* [[XP]] - your current XP number and progress to next level&lt;br /&gt;
* Level - your current level&lt;br /&gt;
* [[Combine Points|CP]] - your current number of CPs (will be green with a + at the end if you have voting sites left to vote on)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
* Gives your current location (if inside an entity will give the name and type, if outside in a city or on Terrain will give your co-ordinates)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
* [[Position]] - access the Position page, allowing you to move your character around either in a city/Terrain or inside an entity&lt;br /&gt;
* [[Equipment]] - access the Equipment page, allowing you to equip items at your location to you, and see items on the floor&lt;br /&gt;
* [[Party]] - access the Party page, allowing you to add NPCs/Droids/PCs to your party or remove them&lt;br /&gt;
* [[Travel|Enter Cockpit]] - access the Cockpit page, allowing you to access the movement and other abilities of the ship/vehicle/spacestation you are in&lt;br /&gt;
* [[Building Management]] - access the Management page, allowing you to access the abilities of the facility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manage&#039;&#039;&#039;&lt;br /&gt;
* [[Account Settings]] - change various things about your account and OOC information&lt;br /&gt;
* [[Character]] - view your skills, change your biography and history, edit your signature and others&lt;br /&gt;
* [[Faction Page|Faction]] - allows you to view various abilities you may have to manage your faction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039;&lt;br /&gt;
* [[Inventory|Personal]] - shows how many of each asset you own personally&lt;br /&gt;
* [[Inventory|Faction]] - shows how many of each assets your faction owns&lt;br /&gt;
* [[Transaction Sheets]] - &lt;br /&gt;
* [[City Permissions]] - allows you to view requests for cities both by you and to you&lt;br /&gt;
* [[Build Permissions]] - allows you to view requests for facilities both by you and to you&lt;br /&gt;
* [[Station Permissions]] - allows you to view requests for stations both by you and to you&lt;br /&gt;
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&#039;&#039;&#039;Production&#039;&#039;&#039;&lt;br /&gt;
* [[Construction|Station Construction]] - allows you to start construction of a space station&lt;br /&gt;
* [[Construction|City Creation]] - allows you to lay a city slab down&lt;br /&gt;
* [[Construction|Facility Construction]] - allows you to start construction of a facility&lt;br /&gt;
* [[Roads]] - allows you to create and destroy roads on the current city&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comlink&#039;&#039;&#039;&lt;br /&gt;
* [[Messages|Send Message]] - opens a page where you can send a message to someone&lt;br /&gt;
* [[Classifieds]] - an area where people can post sales&lt;br /&gt;
* [[Search Profiles]] - allows you to search the profiles of other players&lt;br /&gt;
&lt;br /&gt;
* Search - search function to search the SWC website&lt;br /&gt;
* [[Bug Base|Report Bug]] - link to the bug report page where you can inform the administration of bugs you have encountered&lt;br /&gt;
* [[Support Ticket|Contact Support]] - allows you to send a ticket to the administration if you have a problem with your account or another player&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Here is a YouTube video tutorial, explaining these various features:&lt;br /&gt;
&lt;br /&gt;
{{#widget:YouTube|id=QBtA_2VcWWY}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Features]]&lt;br /&gt;
[[Category: Video Tutorials]]&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=The_Interface&amp;diff=3206</id>
		<title>The Interface</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=The_Interface&amp;diff=3206"/>
		<updated>2012-10-03T11:24:51Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Sidebar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Interface is basically everything you interact with to make things happen within [[SWC]]. There are a couple of main areas of the interface that you should understand.&lt;br /&gt;
&lt;br /&gt;
==Top Bar==&lt;br /&gt;
[[File:Topbar.png]] &lt;br /&gt;
&lt;br /&gt;
This top-most series of links provides shortcuts to some of the main areas of the site.&lt;br /&gt;
&lt;br /&gt;
* [[Sim News|News]] - this link takes you to news from the developers and administration&lt;br /&gt;
* Members - this takes you to the start page &lt;br /&gt;
* Rules - this takes you to the rules pages where you can get in-depth information on various aspects of SWC&lt;br /&gt;
* [[Forums|Forum]] - this gives you access to the SWC forums&lt;br /&gt;
* The Guide - takes you here&lt;br /&gt;
* Community - opens a page where the sidebar provides links to various [[Glossary#O|OOC]] community areas&lt;br /&gt;
* Contact Us - Gives a list of the various people that are involved in [[SWC]], and what aspects they look after&lt;br /&gt;
* Live Chat - provides access to the [[IRC]] server where you can talk with other players&lt;br /&gt;
&lt;br /&gt;
==Icon Bar==&lt;br /&gt;
[[File:Timebar.png]]&lt;br /&gt;
&lt;br /&gt;
This bar that stretches across the entire page holds some crucial information.&lt;br /&gt;
&lt;br /&gt;
* Time - this is the current [[SWC]] time, which is based upon US Pacific Standard Time (GMT-7hr)&lt;br /&gt;
* Member count - this is the total number of members that have been active in the last week&lt;br /&gt;
* Online - this is the current number of players that are online at the moment&lt;br /&gt;
* Icons - these are icons that link to various sections of the website&lt;br /&gt;
* Logged in - this tells you who you are logged in as, as well as the logout button&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nothing New&#039;&#039;&#039; || &#039;&#039;&#039;New events/messages/news&#039;&#039;&#039; || &#039;&#039;&#039;Icon type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Snews.gif|center]] || [[File:Snews_lit.gif|center]] || [[Sim News]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gnews.gif|center]] || [[File:Gnews_lit.gif|center]] || [[Galactic News Service]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Message.gif|center]] || [[File:Message_lit.gif|center]] || [[Messages]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pevent.gif|center]] || [[File:Pevent_lit.gif|center]] || [[Personal Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fevent.gif|center]] || [[File:Fevent_lit.gif|center]] || [[Faction Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ievent.gif|center]] || [[File:Ievent_lit.gif|center]] || [[Inventory Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cevent.gif|center]] || [[File:Cevent_lit.gif|center]] || [[Combat Event]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Revent.gif|center]] || [[File:Revent_lit.gif|center]] || [[Room Event]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sidebar==&lt;br /&gt;
[[File:Sidebar.png|left]] This allows you to access the majority of pages that have a direct influence on your character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
* Avatar - this is the image that portrays your character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Name (Ellias Aubec) - this is the name of your character&lt;br /&gt;
* Faction (ReRunRecycling) - this is the name of the faction you are currently in (Freelancer if you have no faction)&lt;br /&gt;
* [[HP]] - your current/maximum hit points&lt;br /&gt;
* [[XP]] - your current XP number and progress to next level&lt;br /&gt;
* Level - your current level&lt;br /&gt;
* [[Combine Points|CP]] - your current number of CPs (will be green with a + at the end if you have voting sites left to vote on)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Location&#039;&#039;&#039;&lt;br /&gt;
* Gives your current location (if inside an entity will give the name and type, if outside in a city or on Terrain will give your co-ordinates)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
* [[Position]] - access the Position page, allowing you to move your character around either in a city/Terrain or inside an entity&lt;br /&gt;
* [[Equipment]] - access the Equipment page, allowing you to equip items at your location to you, and see items on the floor&lt;br /&gt;
* [[Party]] - access the Party page, allowing you to add NPCs/Droids/PCs to your party or remove them&lt;br /&gt;
* [[Travel|Enter Cockpit]] - access the Cockpit page, allowing you to access the movement and other abilities of the ship/vehicle/spacestation you are in&lt;br /&gt;
* [[Building Management]] - access the Management page, allowing you to access the abilities of the facility&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manage&#039;&#039;&#039;&lt;br /&gt;
* [[Account Settings]] - change various things about your account and OOC information&lt;br /&gt;
* [[Character]] - view your skills, change your biography and history, edit your signature and others&lt;br /&gt;
* [[Faction Page|Faction]] - allows you to view various abilities you may have to manage your faction&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory&#039;&#039;&#039;&lt;br /&gt;
* [[Inventory|Personal]] - shows how many of each asset you own personally&lt;br /&gt;
* [[Inventory|Faction]] - shows how many of each assets your faction owns&lt;br /&gt;
* [[Transaction Sheets]] - &lt;br /&gt;
* [[City Permissions]] - allows you to view requests for cities both by you and to you&lt;br /&gt;
* [[Build Permissions]] - allows you to view requests for facilities both by you and to you&lt;br /&gt;
* [[Station Permissions]] - allows you to view requests for stations both by you and to you&lt;br /&gt;
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&#039;&#039;&#039;Production&#039;&#039;&#039;&lt;br /&gt;
* [[Production (Space Stations)|Station Construction]] - allows you to start construction of a space station&lt;br /&gt;
* [[Production (Cities)|City Creation]] - allows you to lay a city slab down&lt;br /&gt;
* [[Production (Facilities)|Facility Construction]] - allows you to start construction of a facility&lt;br /&gt;
* [[Roads]] - allows you to create and destroy roads on the current city&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comlink&#039;&#039;&#039;&lt;br /&gt;
* [[Messages|Send Message]] - opens a page where you can send a message to someone&lt;br /&gt;
* [[Classifieds]] - an area where people can post sales&lt;br /&gt;
* [[Search Profiles]] - allows you to search the profiles of other players&lt;br /&gt;
&lt;br /&gt;
* Search - search function to search the SWC website&lt;br /&gt;
* [[Bug Base|Report Bug]] - link to the bug report page where you can inform the administration of bugs you have encountered&lt;br /&gt;
* [[Support Ticket|Contact Support]] - allows you to send a ticket to the administration if you have a problem with your account or another player&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial ==&lt;br /&gt;
&lt;br /&gt;
Here is a YouTube video tutorial, explaining these various features:&lt;br /&gt;
&lt;br /&gt;
{{#widget:YouTube|id=QBtA_2VcWWY}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Features]]&lt;br /&gt;
[[Category: Video Tutorials]]&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3205</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3205"/>
		<updated>2012-10-02T21:33:58Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[Ships|ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Pausing/Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
Once a construction project has started it can be halted through the stations management section. The project will then be stopped. A project can remain halted indefinitely without problem.&lt;br /&gt;
&lt;br /&gt;
Alternatively the project can be cancelled remotely by anyone with sufficient privileges to do so or the original builder. When the project is cancelled there is the option to return any used resources to any ship at the same location. The amount of resources returned is equal to the percentage of the project remaining minus 10%. It will also take a few hours to take the station apart, the closer it is to completion the longer it will take to dismantle.&lt;br /&gt;
&lt;br /&gt;
All NPCs will finally leave the station remains once completely dismantled and can be collected in a specialist escape pod.&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
Ground facilities are structures based on a planets surface and are built in mostly the same way to stations also having similar requirements and limitations.&lt;br /&gt;
&lt;br /&gt;
===City Placement===&lt;br /&gt;
A user cannot start construction on a planet straight away. First any space on the ground which needs construction must be developed into a city. The person must descend to the planets surface to perform what is known as &amp;quot;slabbing&amp;quot;. This converts the empty surface tile into a city ready for construction.&lt;br /&gt;
&lt;br /&gt;
The process costs an amount of credits between one and three million credits depending upon the terrain type being used and will take an hour. It may also cost an extra half million if the planet is of a particularly dangerous atmosphere. This cost can be paid by either the individual or, if built for faction purposes, faction credits. The user does not need any NPC for this task.&lt;br /&gt;
&lt;br /&gt;
Alternatively the user may opt to make the city a hidden city. Hidden cities do not appear on planetary maps and are not visible from above unless a character is in the atmosphere directly above.&lt;br /&gt;
&lt;br /&gt;
Caution, if the city is empty for more than three months the city will be removed and the slabbing costs will not be returned.&lt;br /&gt;
&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
&lt;br /&gt;
Once a city has been founded, the user is able to construct facilities. Before building though, it is adviseable to use the [http://www.swcombine.com/citydesigner/| Combine City Designer]. This will allow the user to plan out their city and identify if their design is valid, whether it will have sufficient power etc. The designer will also show the amount of materials required.&lt;br /&gt;
&lt;br /&gt;
Before a user can construct there are requirements, many of these the same as space stations such as the need for facility blueprints. Again various faction types have the ability to create such buildings. Otherwise the user still needs raw materials, credits, NPC builders as well as permissions from the city owner to build.&lt;br /&gt;
&lt;br /&gt;
Additional concerns:&lt;br /&gt;
* Validity - A facility has slightly different requirements in that it MUST have two completely free sides to build roads along them. Note that the edges of the city do not count as free space.&lt;br /&gt;
* Power - Once completed, a facility will require power to function. This can be provided from any Power Generators in the same city. Without power it cannot perform the majority of its functions.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
The resources to commence construction must be available in any ship or pre-existing facility in the city. Once again faction privileges are required to use faction resources.&lt;br /&gt;
&lt;br /&gt;
The user must have builder NPCs in their party and must enter the city. In order to start construction, the user must stand so that the bottom left corner of the planned facility is either below or to the right side of the player and their party. &lt;br /&gt;
&lt;br /&gt;
The user may then name the facility, select a type of facility and the ownership of the finished object. Note that some items MUST be owned by a faction, such as religious or defensive facilities. The user may select the orientation of the finished city, either horizontally or vertically.&lt;br /&gt;
&lt;br /&gt;
The next step will be to see how the city will appear with the finished building, which is demonstrated on the preview. The design may also be changed by the user to suit the planets environment or design, finally the number of builders can be assigned to the project. The maximum number of builders which can be assigned is 10, with more reducing the time slightly as well as the Management skill.&lt;br /&gt;
&lt;br /&gt;
Once the project has been started the user is free to move somewhere else and allow the NPC to work. Once completed the builder and manager will receive experience points.&lt;br /&gt;
&lt;br /&gt;
===Pausing/Aborting Construction===&lt;br /&gt;
Construction work can be halted on a project by removing NPCs from the project. Most commonly this happens when an NPC is arrested. If the number of active NPCs reaches zero, production stops. NPCs can then be re added if necessary. Construction can also be halted through facility management options.&lt;br /&gt;
&lt;br /&gt;
Additionally it is possible to abort the production, materials may be returned to any ship, vehicle or suitable facility. As per before, resources returned equals the percentage left on the project minus 10 percent.&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3204</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3204"/>
		<updated>2012-10-02T19:56:33Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Construction Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[Ships|ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Pausing/Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
Once a construction project has started it can be halted through the stations management section. The project will then be stopped. A project can remain halted indefinitely without problem.&lt;br /&gt;
&lt;br /&gt;
Alternatively the project can be cancelled remotely by anyone with sufficient privileges to do so or the original builder. When the project is cancelled there is the option to return any used resources to any ship at the same location. The amount of resources returned is equal to the percentage of the project remaining minus 10%. It will also take a few hours to take the station apart, the closer it is to completion the longer it will take to dismantle.&lt;br /&gt;
&lt;br /&gt;
All NPCs will finally leave the station remains once completely dismantled and can be collected in a specialist escape pod.&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
Ground facilities are structures based on a planets surface and are built in mostly the same way to stations also having similar requirements and limitations.&lt;br /&gt;
&lt;br /&gt;
===City Placement===&lt;br /&gt;
A user cannot start construction on a planet straight away. First any space on the ground which needs construction must be developed into a city. The person must descend to the planets surface to perform what is known as &amp;quot;slabbing&amp;quot;. This converts the empty surface tile into a city ready for construction.&lt;br /&gt;
&lt;br /&gt;
The process costs an amount of credits between one and three million credits depending upon the terrain type being used and will take an hour. It may also cost an extra half million if the planet is of a particularly dangerous atmosphere. This cost can be paid by either the individual or, if built for faction purposes, faction credits. The user does not need any NPC for this task.&lt;br /&gt;
&lt;br /&gt;
Alternatively the user may opt to make the city a hidden city. Hidden cities do not appear on planetary maps and are not visible from above unless a character is in the atmosphere directly above.&lt;br /&gt;
&lt;br /&gt;
Caution, if the city is empty for more than three months the city will be removed and the slabbing costs will not be returned.&lt;br /&gt;
&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
&lt;br /&gt;
Once a city has been founded, the user is able to construct facilities. Before building though, it is adviseable to use the [http://www.swcombine.com/citydesigner/| Combine City Designer]. This will allow the user to plan out their city and identify if their design is valid, whether it will have sufficient power etc. The designer will also show the amount of materials required.&lt;br /&gt;
&lt;br /&gt;
Before a user can construct there are requirements, many of these the same as space stations such as the need for facility blueprints. Again various faction types have the ability to create such buildings. Otherwise the user still needs raw materials, credits, NPC builders as well as permissions from the city owner to build.&lt;br /&gt;
&lt;br /&gt;
Additional concerns:&lt;br /&gt;
* Validity - A facility has slightly different requirements in that it MUST have two completely free sides to build roads along them. Note that the edges of the city do not count as free space.&lt;br /&gt;
* Power - Once completed, a facility will require power to function. This can be provided from any Power Generators in the same city. Without power it cannot perform the majority of its functions.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
The resources to commence construction must be available in any ship or pre-existing facility in the city. Once again faction privileges are required to use faction resources.&lt;br /&gt;
&lt;br /&gt;
The user must have builder NPCs in their party and must enter the city. In order to start construction, the user must stand so that the bottom left corner of the planned facility is either below or to the right side of the player and their party. &lt;br /&gt;
&lt;br /&gt;
The user may then name the facility, select a type of facility and the ownership of the finished object. Note that some items MUST be owned by a faction, such as religious or defensive facilities. The user may select the orientation of the finished city, either horizontally or vertically.&lt;br /&gt;
&lt;br /&gt;
The next step will be to see how the city will appear with the finished building, which is demonstrated on the preview. The design may also be changed by the user to suit the planets environment or design, finally the number of builders can be assigned to the project. The maximum number of builders which can be assigned is 10, with more reducing the time slightly as well as the Management skill.&lt;br /&gt;
&lt;br /&gt;
Once the project has been started the user is free to move somewhere else and allow the NPC to work. Once completed the builder and manager will receive experience points.&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3203</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3203"/>
		<updated>2012-10-02T19:42:42Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Facility Construction Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[Ships|ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Pausing/Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
Once a construction project has started it can be halted through the stations management section. The project will then be stopped. A project can remain halted indefinitely without problem.&lt;br /&gt;
&lt;br /&gt;
Alternatively the project can be cancelled remotely by anyone with sufficient privileges to do so or the original builder. When the project is cancelled there is the option to return any used resources to any ship at the same location. The amount of resources returned is equal to the percentage of the project remaining minus 10%. It will also take a few hours to take the station apart, the closer it is to completion the longer it will take to dismantle.&lt;br /&gt;
&lt;br /&gt;
All NPCs will finally leave the station remains once completely dismantled and can be collected in a specialist escape pod.&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
Ground facilities are structures based on a planets surface and are built in mostly the same way to stations also having similar requirements and limitations.&lt;br /&gt;
&lt;br /&gt;
===City Placement===&lt;br /&gt;
A user cannot start construction on a planet straight away. First any space on the ground which needs construction must be developed into a city. The person must descend to the planets surface to perform what is known as &amp;quot;slabbing&amp;quot;. This converts the empty surface tile into a city ready for construction.&lt;br /&gt;
&lt;br /&gt;
The process costs an amount of credits between one and three million credits depending upon the terrain type being used and will take an hour. It may also cost an extra half million if the planet is of a particularly dangerous atmosphere. This cost can be paid by either the individual or, if built for faction purposes, faction credits. The user does not need any NPC for this task.&lt;br /&gt;
&lt;br /&gt;
Alternatively the user may opt to make the city a hidden city. Hidden cities do not appear on planetary maps and are not visible from above unless a character is in the atmosphere directly above.&lt;br /&gt;
&lt;br /&gt;
Caution, if the city is empty for more than three months the city will be removed and the slabbing costs will not be returned.&lt;br /&gt;
&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
&lt;br /&gt;
Once a city has been founded, the user is able to construct facilities. Before building though, it is adviseable to use the [http://www.swcombine.com/citydesigner/| Combine City Designer]. This will allow the user to plan out their city and identify if their design is valid, whether it will have sufficient power etc. The designer will also show the amount of materials required.&lt;br /&gt;
&lt;br /&gt;
Before a user can construct there are requirements, many of these the same as space stations such as the need for facility blueprints. Again various faction types have the ability to create such buildings. Otherwise the user still needs raw materials, credits, NPC builders as well as permissions from the city owner to build.&lt;br /&gt;
&lt;br /&gt;
Additional concerns:&lt;br /&gt;
* Validity - A facility has slightly different requirements in that it MUST have two completely free sides to build roads along them. Note that the edges of the city do not count as free space.&lt;br /&gt;
* Power - Once completed, a facility will require power to function. This can be provided from any Power Generators in the same city. Without power it cannot perform the majority of its functions.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3202</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3202"/>
		<updated>2012-10-02T19:42:33Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Facility Construction Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[Ships|ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Pausing/Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
Once a construction project has started it can be halted through the stations management section. The project will then be stopped. A project can remain halted indefinitely without problem.&lt;br /&gt;
&lt;br /&gt;
Alternatively the project can be cancelled remotely by anyone with sufficient privileges to do so or the original builder. When the project is cancelled there is the option to return any used resources to any ship at the same location. The amount of resources returned is equal to the percentage of the project remaining minus 10%. It will also take a few hours to take the station apart, the closer it is to completion the longer it will take to dismantle.&lt;br /&gt;
&lt;br /&gt;
All NPCs will finally leave the station remains once completely dismantled and can be collected in a specialist escape pod.&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
Ground facilities are structures based on a planets surface and are built in mostly the same way to stations also having similar requirements and limitations.&lt;br /&gt;
&lt;br /&gt;
===City Placement===&lt;br /&gt;
A user cannot start construction on a planet straight away. First any space on the ground which needs construction must be developed into a city. The person must descend to the planets surface to perform what is known as &amp;quot;slabbing&amp;quot;. This converts the empty surface tile into a city ready for construction.&lt;br /&gt;
&lt;br /&gt;
The process costs an amount of credits between one and three million credits depending upon the terrain type being used and will take an hour. It may also cost an extra half million if the planet is of a particularly dangerous atmosphere. This cost can be paid by either the individual or, if built for faction purposes, faction credits. The user does not need any NPC for this task.&lt;br /&gt;
&lt;br /&gt;
Alternatively the user may opt to make the city a hidden city. Hidden cities do not appear on planetary maps and are not visible from above unless a character is in the atmosphere directly above.&lt;br /&gt;
&lt;br /&gt;
Caution, if the city is empty for more than three months the city will be removed and the slabbing costs will not be returned.&lt;br /&gt;
&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
&lt;br /&gt;
Once a city has been founded, the user is able to construct facilities. Before building though, it is adviseable to use the [http://www.swcombine.com/citydesigner/| Combine City Designer]. This will allow the user to plan out their city and identify if their design is valid, whether it will have sufficient power etc. The designer will also show the amount of materials required.&lt;br /&gt;
&lt;br /&gt;
Before a user can construct there are requirements, many of these the same as space stations such as the need for facility blueprints. Again various faction types have the ability to create such buildings. Otherwise the user still needs raw materials, credits, NPC builders as well as permissions from the city owner to build.&lt;br /&gt;
&lt;br /&gt;
Additional concern:&lt;br /&gt;
* Validity - A facility has slightly different requirements in that it MUST have two completely free sides to build roads along them. Note that the edges of the city do not count as free space.&lt;br /&gt;
* Power - Once completed, a facility will require power to function. This can be provided from any Power Generators in the same city. Without power it cannot perform the majority of its functions.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3201</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3201"/>
		<updated>2012-10-02T19:33:06Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[Ships|ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Pausing/Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
Once a construction project has started it can be halted through the stations management section. The project will then be stopped. A project can remain halted indefinitely without problem.&lt;br /&gt;
&lt;br /&gt;
Alternatively the project can be cancelled remotely by anyone with sufficient privileges to do so or the original builder. When the project is cancelled there is the option to return any used resources to any ship at the same location. The amount of resources returned is equal to the percentage of the project remaining minus 10%. It will also take a few hours to take the station apart, the closer it is to completion the longer it will take to dismantle.&lt;br /&gt;
&lt;br /&gt;
All NPCs will finally leave the station remains once completely dismantled and can be collected in a specialist escape pod.&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
Ground facilities are structures based on a planets surface and are built in mostly the same way to stations also having similar requirements and limitations.&lt;br /&gt;
&lt;br /&gt;
===City Placement===&lt;br /&gt;
A user cannot start construction on a planet straight away. First any space on the ground which needs construction must be developed into a city. The person must descend to the planets surface to perform what is known as &amp;quot;slabbing&amp;quot;. This converts the empty surface tile into a city ready for construction.&lt;br /&gt;
&lt;br /&gt;
The process costs an amount of credits between one and three million credits depending upon the terrain type being used and will take an hour. It may also cost an extra half million if the planet is of a particularly dangerous atmosphere. This cost can be paid by either the individual or, if built for faction purposes, faction credits. The user does not need any NPC for this task.&lt;br /&gt;
&lt;br /&gt;
Alternatively the user may opt to make the city a hidden city. Hidden cities do not appear on planetary maps and are not visible from above unless a character is in the atmosphere directly above.&lt;br /&gt;
&lt;br /&gt;
Caution, if the city is empty for more than three months the city will be removed and the slabbing costs will not be returned.&lt;br /&gt;
&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
&lt;br /&gt;
Once a city has been founded, the user is able to construct facilities. Before building though, it is adviseable to use the [http://www.swcombine.com/citydesigner/| Combine City Designer]. This will allow the user to plan out their city and identify if their design is valid, whether it will have sufficient power etc.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3200</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3200"/>
		<updated>2012-10-02T19:18:43Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: /* Aborting Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[Ships|ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Pausing/Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
Once a construction project has started it can be halted through the stations management section. The project will then be stopped. A project can remain halted indefinitely without problem.&lt;br /&gt;
&lt;br /&gt;
Alternatively the project can be cancelled remotely by anyone with sufficient privileges to do so or the original builder. When the project is cancelled there is the option to return any used resources to any ship at the same location. The amount of resources returned is equal to the percentage of the project remaining minus 10%. It will also take a few hours to take the station apart, the closer it is to completion the longer it will take to dismantle.&lt;br /&gt;
&lt;br /&gt;
All NPCs will finally leave the station remains once completely dismantled and can be collected in a specialist escape pod.&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
===City Placement===&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
===Construction Process===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3199</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3199"/>
		<updated>2012-10-02T18:54:08Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[Ships|ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
===City Placement===&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
===Construction Process===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Talk:Construction&amp;diff=3198</id>
		<title>Talk:Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Talk:Construction&amp;diff=3198"/>
		<updated>2012-10-02T11:59:53Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: Created page with &amp;#039;In progress ~C. Grim 02/10/2012&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In progress&lt;br /&gt;
~C. Grim&lt;br /&gt;
02/10/2012&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=Construction&amp;diff=3197</id>
		<title>Construction</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=Construction&amp;diff=3197"/>
		<updated>2012-10-02T11:59:36Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Construction is a term used to categorise the creation of cities, facilities and stations and can be considered separate from [[production]]. This article attempts to cover the construction of such entities in brief.&lt;br /&gt;
&lt;br /&gt;
Facilities can be either built on the ground or in space, with each having a different set of requirements and restrictions. They will therefore be discussed individually.&lt;br /&gt;
&lt;br /&gt;
==Space Stations==&lt;br /&gt;
[[File:Golan2.jpg|Golan II Defence Station]]&lt;br /&gt;
&lt;br /&gt;
Space stations are large structures built only within systems. These can serve a variety of uses, some act as defensive structures such as Golan class (see above), designed to attack enemies nearby. Others can be used for trading, production or [[recycling]].&lt;br /&gt;
&lt;br /&gt;
===Requirements===&lt;br /&gt;
Before construction can commence on a station, various things must be gathered before the user can proceed.&lt;br /&gt;
&lt;br /&gt;
*Station Blueprints - The user must get hold of blueprints for the station they wish to build. Station blueprints are distributed primarily to factions, with different factions holding station blueprints. Government factions have the widest range of stations, holding many of the defensive and support station designs, while Smugglers and mercenary groups have facilities such as Asteroid Hideouts. The user may be able to join one of these factions in order to make use of the plans.&lt;br /&gt;
*Raw Materials - The user will need raw materials in order to construct their station. These must be located on a [[ship]] at the site of the project. Be aware that large stations such as Golan II or Shipyard IV will require dramatically more resources to build. Also the user will need credits.&lt;br /&gt;
*[[NPC]]s - Builder NPCs are required to construct stations. These need to be at the same system location as the planned station. A user may have anywhere between one and 25 NPCs working on a station. &lt;br /&gt;
* [[Privileges]] - If the user is building the station for a faction then they require the relevant materials privileges to use faction resources and the relevant construction privileges.&lt;br /&gt;
* The area of space the user wishes to build in must not contain another station, star or black hole.&lt;br /&gt;
* Build Permissions - Users may build a station in orbit of a planet however in order to do so, the request must be approved by the sector owner. Before construction can commence, a build request must be submitted to the owning faction stating the precise nature of the project for the factions consideration. If approved then you may build only the requested facility.&lt;br /&gt;
&lt;br /&gt;
===Construction Process===&lt;br /&gt;
&lt;br /&gt;
Once the above has been considered, the user is ready to build. Proceed to the entrance room of the ship to find the option for Station Construction. The preview will show the intended location of the station and a time estimate will be provided. The user may then assign any number of builder NPCs to the project, with more builders decreasing the time taken. Additionally the users [[Skills#Management|management skill]] will reduce the financial cost and time requirements.&lt;br /&gt;
&lt;br /&gt;
Once accepted the project will commence. The station foundations are placed in the system and will be noticeable effective immediatly. All raw materials and NPCs involved in the project transfer onto the station, at which point the user is free to move along and come back at a later date. Note that stations will take a long time to produce, some can take several months to build. Once completed, an amount of experience is provided to the user as well as all NPCs.&lt;br /&gt;
&lt;br /&gt;
===Aborting Construction===&lt;br /&gt;
&lt;br /&gt;
==Ground Facilities==&lt;br /&gt;
===City Placement===&lt;br /&gt;
===Facility Construction Requirements===&lt;br /&gt;
===Construction Process===&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
	<entry>
		<id>http://guide.swcombine.com/index.php?title=File:Golan2.jpg&amp;diff=3196</id>
		<title>File:Golan2.jpg</title>
		<link rel="alternate" type="text/html" href="http://guide.swcombine.com/index.php?title=File:Golan2.jpg&amp;diff=3196"/>
		<updated>2012-10-02T11:38:05Z</updated>

		<summary type="html">&lt;p&gt;Calgor Grim: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Calgor Grim</name></author>
	</entry>
</feed>