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==== Request a new camp ====
==== Request a new camp ====
There is no longer a survey and auction system in place.
Requesting a new camp starts a process of surveying for a camp site and then auctioning the surveyed site.


To find pricing vs. camp size vs. proximity to town, refer to the forums, or click [http://dark-wind.com/forums2/index.php?a=topic&t=25039 here.]
Requests for surveys are made to the development team, should include the following information:
* Camp size
* [[Camp Location|Camp location]]


To request a camp, send a PM to *Sam* and CC *The X Man*.
Size and location are competing factors.  In almost all cases larger camps will have to be in the Southern portion of the continent, while smaller ones will be up North.  Nothing ''prevents'' you from requesting a small camp in the South, but requests for a large camp in the North will most likely be denied, or at least negotiated to a smaller size or a different location.
 
You will then pay the 'survey fee'.  This is usually multiple millions of dollars, and is both an up front cost, and non-refundable.
 
After the camp is surveyed it will be put up for auction.  This is a public auction, so anybody can bid on it, and win it.  Yes, it is possible you will have paid the mult-million-dollar survey fee, and be outbid on 'your' camp.
 
If you win your camp you'll need to [[Camp Construction|start construction]].


=== Membership ===
=== Membership ===
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* Stone: none
* Stone: none


There are no resources for Fuel or Metals(Car Parts). There will never be an option to build an extractor for these materials in this example.
There are no resources for Fuel, Metals(Car Parts) or Stone. There will never be an option to build an extractor for these materials in this example.
However, You can build a Pumpkin Field for Food production using up to 5 NPC workers to produce food at a 'good' rate. (Approximately 100 units of food per day with 5 workers.) You can build a stone plant and extract stone to construct buildings to effect repairs with.
However, You can build a Pumpkin Field for Food production using up to 5 NPC workers to produce food at a 'good' rate. (Approximately 100 units of food per day with 5 workers.)
You can also build a Water Tower and drill for water using 5 workers to produce water at a 'low' rate. (Approximately 30 to 50 units of water with 5 workers)
You can also build a Water Tower and drill for water using 5 workers to produce water at a 'low' rate. (Approximately 30 to 50 units of water with 5 workers)


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=== Buildings ===
=== Buildings ===
Various types of [[Camp Buildings|camp buildings]] exist: houses, lockups, extraction plants for fuel, water, and metals, crop fields, factories, mechanic shops. Buildings are bought and placed by the camp owner on an overhead graphical view on the website. They typically take several days and quite a bit of DW-cash to build. The placement of the buildings will be replicated in the 3D game when you have a combat there.
Various types of [[Camp Buildings|camp buildings]] exist: houses, lockups, extraction plants for fuel, water, and metals, crop fields, factories, mechanic shops. Buildings are bought and placed by the camp owner on an overhead graphical view on the website. They typically take several days and quite a bit of $ to build. The placement of the buildings will be replicated in the 3D game when you have a combat there.


Buildings each require a specific amount of Upkeep. The amount of upkeep a camp has available is based on the Camp Fame X 100. Example, if Fame is 348 then the amount of Building Upkeep the camp can support is a maximum of 34800.
Buildings each require a specific amount of Upkeep and the amount of upkeep a camp has available is based on the Camp Fame X 100. Example, if Fame is 348 then the amount of Building Upkeep the camp can support is a maximum of 34800.


Upkeep costs are the same for all camps, and they are simply a linear calculation based on % activity.  
Upkeep costs are the same for all camps, and they are simply a linear calculation based on % activity.  
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=== Mechanics ===
=== Mechanics ===
Each mechanic building can facilitate 4 mechanic characters. So if you have say two mechanic buildings, the best 8 mechanics in the camp will automatically use them. The number of mechanics and their skill levels determines two things: (1) how much work they can do in each 24 hour period, and (2) the camp’s overall mechanic rating which determines which items the camp can repair or manufacture. Rare weapons for example will require a high mechanic rating to produce, and a badly damaged rare weapon will require a high mechanic rating to fix. The camp maintains a public supply of member usable goods like fuel, scrap metal, electronics and car parts. This is controlled directly by the camp owner. When any camp member wants to refuel or get mechanic work done, it is this public supply that must be well-stocked enough to facilitate it. There must also be adequate mechanic workload available to do a piece of work.
Each mechanic building can facilitate 4 mechanic characters. So if you have say two mechanic buildings, the best 8 mechanics in the camp will automatically use them. The number of mechanics and their skill levels determines two things: (1) how much work they can do in each 24 hour period, and (2) the camp’s overall mechanic rating which determines which items the camp can repair or manufacture. Rare weapons for example will require a high mechanic rating to produce, and also a badly damaged rare weapon will require a high mechanic rating to fix. The camp maintains a public supply of fuel and car parts. This is controlled directly by the camp owner. When any camp member wants to refuel or get mechanic work done, it is this public supply that must be well-stocked enough to facilitate it. There must also be adequate mechanic workload available to do a piece of work. The mechanic workload rating of a camp also determines how much total CR of cars can be housed there. If there are more cars than this, they will start to take damage due to being inadequately protected from the weather and inadequately worked on for maintenance.


The mechanic workload rating of a camp also determines how much total CR of cars can be housed there. If there are more cars than this, they will start to take damage due to being inadequately protected from the weather and inadequately worked on for maintenance.
ALL work done by the mechs in camp cost nothing! ie: in Somerset, you are charged to repair your armor and chassis components. In a camp that you are a member of, it will not cost you anything! Ask the camp owner the best time to schedule your repairs since the MR (Mechanic Rating) of the camp is affected by the Factory production AND ANY repairs being done to the members cars!


ALL work done by the mechs in camp cost nothing! ie: in Somerset, you are charged to repair your armor and chassis components. In a camp that you are a member of, it will not cost you anything!
The camp owner will likely ask you to NOT repair your vehicles or components until later in the day (usually after 20:00 server time) Because the Factory production will have finished by that time and the full weapon production will be finished.
 
The mechanic characters belonging to non-subscribers cannot work in the mechanic shops of a camp. This prevents older camps getting filled up with high-skill mechanics belonging to players who really aren't taking part in the game any more


=== Camp Owner’s Stock ===
=== Camp Owner’s Stock ===
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=== Pooled Resources ===
=== Pooled Resources ===
Full members can flag any vehicle and character that they own as ‘pooled’. These vehicles/characters are then available for other full members to use in their squads.
Full members can flag any vehicle and character that they own as ‘pooled’. These vehicles/characters are then available for other full members to use in their squads.  
 
These pooled gangers should be used for camp defense '''ONLY!''' If you have a pooled member in your car when you travel out of camp to another town, (like a 'taxi mission'), the pooled ganger will be dropped off when you arrive in town removing them from your car.
 
Pooling gangers and cars should NOT be done unless the camp is in imminent danger of attack. Only then will the defender of the camp be able to access the extra member capabilities your pooled gangers offer.
 
Pooled member resources should be monitored closely by camp owners because of possible 'spy' activities in camp. If an active spy were to make a squad in camp and add all of the pooled cars and gangers to it, they could then leave camp just as another enemy player sends his attack squad, the camp under attack would suffer '''BADLY''' because of the missing combat crews and cars.


=== Manufacturing ===
=== Manufacturing ===
Factories are used to [[Manufacturing|manufacture]] chassis, tyres, weapons, ammunition and engines. It costs $ and time to reconfigure a factory to make a different type of item. The items that can be made are determined by the mechanic rating of the camp.
Factories are used to [[Manufacturing|manufacture]] chassis, tyres, weapons, ammunition and engines. It costs $ and time to reconfigure a factory to make a different type of item. The items that can be made are determined by the mechanic rating of the camp.
=== Mechanic Rating ===
The MR of a camp is determined by the number of mechs at the camp and their skill. Only 4 mechanics may work at a camp for every mechanic shop that it has.
.
Camp MR gains and manufacturing boosts from being in 'open PvP' mode will come from actually doing PvP rather than from simply being open to it.


=== NPC Workers ===
=== NPC Workers ===
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It is free to list stuff for sale in a camp marketplace. The marketplace is available to full and associate members of the camp.  
It is free to list stuff for sale in a camp marketplace. The marketplace is available to full and associate members of the camp.  


=== Fame Gains for Camps ===
Fame is the fuel that makes camps go.  It's needed for building upkeep and for larger camps is the limiting factor on how many buildings you can operate at once.  Smaller camps are limited by footprint and usually have more fame than they can use.  Camps can add fame in many ways.
Each camp is assigned a "Base Fame".  This number isn't listed anywhere but when a camp is new or hasn't been scouted towards in a while a camp will be at it's base fame.  This can be brought up 150% to reach your max unmodified fame by scouting towards your camp from other locations. 
Annually there are Sponsorship auctions that bring fame to camps if you are the high bidder.  Fame gains from this last for the following game year.  Auctions occur at the end of the game year and will be found in Dexter's Bar in Somerset.  The fame gains for those auctions is as follows
Combat - 450 Fame
Deathrace - 375 Fame
Race - 300 Fame
Paintball - 200 Fame
Semi-Pro - 375 Fame
Fame is also possible to earn through winning some Leagues on an annual basis.
Somerset Winter Warmup League
1st: 10 fame
2nd: 7 fame
3rd: 5 fame
Circuit of Evan Wilderness Rally I League
1st: 40 fame
2nd: 25 fame
3rd: 15 fame
Circuit of Evan Wilderness Rally II League
1st: 50 fame
2nd: 35 fame
3rd: 20 fame
Circuit of Evan Rally III League
1st: 30 fame
2nd: 20 fame
3rd: 10 fame
Somerset Spring Challenge League
1st: 10% production boost
2nd: 7% production boost
3rd: 5% production boost
Elmsfield Summer Classic League
1st: 5% production boost
2nd: 3% production boost
3rd: 1% production boost
Elmsfield Two Guineas League
1st: 15 fame
2nd: 10 fame
3rd: 5 fame
Gateway Autumn Extravaganza League
1st: 10% production boost
2nd: 7% production boost
3rd: 5% production boost
Gateway Winter Meltdown League
1st: 15 fame
2nd: 10 fame
3rd: 5 fame
[[Category: Camps]]
[[Category: Camps]]
[[Category: Gangs]]
[[Category: Gangs]]
[[Category: PvP]]
[[Category: PvP]]
=== Camp Wars ===
Each player is only allowed to be owner of one camp that's open for PvP. They can own other camps as long as these are closed for PvP, one exception being that each camp may only have one "tiny camp."
A camp's PvP flag can be turned on only during the 2nd week of the two-week camp wars cycle. Note that closing for pvp will mean you lose all hextiles apart from the one your camp is on. It takes 7 days for the close to take effect. If the camp has hextile battles scheduled when it closes, it will lose these battles.
Auto wins occur when one camp's CR is more than 4 times his opponents CR (4 to 1). It should be noted that there will NEVER be an AUTOWIN when a Direct Camp Attack is involved. These must always be fought/conceded. 
A camp can deploy late CR (reserve). This can only be done during week 2 of the 2 week Camp Wars cycle,
and must be done at least 24 hours before the combat. It cannot be more than 10% of the camp's initial total CR.
A camp can concede a battle without penalty up to 12 hours before the scheduled time.
Failure to not set a squad/show for a battle will result in a significant fame loss for the camp AND result in CR reduction for this camp's other fights.
*A Special note when deploying to a neutral hex where another gang is also deploying to that same hex: The game engine will randomly pick a "defending" gang for the potential battle. If the other "attacking" gang does not deploy at least 250 cr to that hex, the randomly chosen "defending" gang will automatically win that hex with no scheduled battle.
Gangs can deploy both "slow" cr vehicles and "fast" cr vehicles. A list of each is documented below -
FAST
-----
Wurzel
Squadcar
Bullet
Buccaneer
Moray
Landrunner
Dustup
Sunrise
Offroad Buggy
McKenzie
Vampire
Corghette
Chomper
Phoenix
Cougar
Turin
Flash
Pickup
DeVille
Roadrunner
McFly
Stormer
Royal Eaton
Marley
SLOW
-----
Cadrona
Semi Tractor
Sonic
Fiftyseven
Osprey
Big Pickup
Windsor II
Pike
Hotrod
Two Axle Lorry
Apache
Carrier Van
Flail
Motorhome
Chevalier
Symphony
Tanker
Mercenary
Estate
Box Van
Trash Truck
Windsor
Buzzer
Racoon
Hearse
Voyager
Moose
Spirit
Fire Engine
Alpha
Ambulance
Bus
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Direct Camp Attacks -
Direct camp attacks (whereas another camp attacks the actual tile your camp is located on) are very significant. It is a good idea to defend your camp at all costs from a direct camp attack. If you fail to show up for a direct camp attack defense, your buildings will take significant damage and you will lose a random amount of vehicles, engines, and guns out of your camp. If you defend a direct camp attack, and successfully defend, you will lose nothing, your buildings will not suffer damage, and as a result of the battle, you can potentially receive a significant fame and productions boost. If you defend a camp attack and lose, your buildings will be damaged, you will lose a random amount of vehicles, weapons, and engines, and potentially lose fame and production boosts. Your building damage will not be as severe as if you did not show, however. If you lose a direct camp attack defense via the “King of the Hill” rules, all of the previous stated loses will also occur. *** It is very important to note that in a direct camp attack that potential lootable vehicles will come from a loot pool consisting of the following : any vehicles stored at camp, any vehicles located in a camp wars squad (specific to this particular camp) … even squads that were not involved in the battle, AND any cars used in the actual battle, regardless of if they escaped or did not demo (via a King of the Hill loss). A camp owner can concede a direct camp attack defense like any other tile attack, with all of the aforementioned losses still happening minus any losses of fame and productivity gain (and off course alleviating fighting a losing defense battle and potentially getting gangers killed and vehicles lost in the battle itself.) As stated above, it should be noted that there will NEVER be an AUTOWIN when a Direct Camp Attack is involved. These must always be fought/conceded. When a camp owner concedes a direct camp attack, fame losses will occur at the moment of the concede while building damage will occur at the time of the previously scheduled attack itself.
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The Camp Wars Evan Map is completely wiped every 2 game years, allowing for everyone to have a equal opportunity to join in the camp wars system. The wipe will occur shortly after the last weekly reset of the second game year (2 days before the actual year end on the weekend).
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Camp Owner's who own two Open Pvp camps whereas one of the camps is not set to close, upon daily reset will have one of these camps randomly close. Additionally to be Open Pvp, camp owners must be premium members. If their sub ends and they do not close their camp to Open Pvp, it will close in two weeks time if they do not re-sub.
=== See also ===
[[Advice for potential camp owners]]
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