View Full Version : 9/30/2013 - Territories: Production Manager (schematics, mods, and progression)

09-30-2013, 05:03 PM
Production Management


One of the largest differences to the system is the removal of the need to stay at the terminal, on the world, or even online. The new production process leaves many new openings for piracy, and from start to finish it is a much more interactive and dangerous process. As a note, none of the production schematic definitions have been added to the game yet, so the values are not what will be in the playable game.



The production system itself starts at the production schematic market, with the purchase of some schematics for the items you are looking to produce. These schematics all have a limited number of items that can be produced using them, so users will have to purchase more once they have used up all of their productions. In addition to this, not every schematic will be available everywhere in the universe, so users will want to decide the most profitable methods of production for them, possibly even focusing on mass producing something as small as high performance conductors to sell to others. Ultimately, the higher durability loss and item drops on death will create a higher demand in the economy for new items, which will make it a much more rewarding experience for those who dedicate themselves to mastering it.



As a means of creating more diversity and customization within the production system, users will be able to make use of special Production Mods when creating their items. These mods will do any number of things, from reducing the amount of time the process takes, to increasing an attribute of the item that is being produced. Like schematics, these mods will be purchased from a special schematic market, and will not always be available universally. In addition to this, special rare mods will occasionally become available, allowing for the creation of very special and rare items that sell at a significantly higher price, due to the lack of availability for the production mods, and the cost that they come with. Like all other items in the game, many of these mods are producable using schematics, and can then be sold by players at lower costs than available from the system itself.

Production Process


The process itself has been kept, for the most part, the same as it was before. Users take all of the items they intend to use in the production to the terminal, and then place them into the interface according to the recipe. The schematic itself defines many aspects of the process, and there can be multiple types of schematics that are capable of producing the same item. It defines the recipe, cost, time, number of mods allowed, and up to four sliders to allow for small tweaks to the balance of the item. Once they have paid for the production, a task will be created and run until the completion of the item. Users are limited to a few tasks per territory, with higher level territories allowing for more production tasks.

What all of this does ultimately is paint a system where individuality is able to take hold. Producers can customize their items according to demand and rare opportunities will create a higher echelon; an elite form of gear only made use of by the best of the best. After all, it would be a waste to purchase a higher class item if you were going to drop it the moment you walked into combat due to inferior skill. On the other side though, that combatant might want to use their ♥♥♥♥♥ on something more useful. The increases themselves are comparable to the quality level system, but go a step further by dividing them up into additional classes.


(As mentioned, ignore any attributes or schematics shown in this update, as the real schematics and values have not yet been entered into the game. These screenshots are merely here as demonstrations of the game mechanics)

Item Classes


Virtually every combat item in the game (except some that would break it) now include a classification that ties in with the skill system. These classes give clear and easily understood paths of progression, allowing for the usage of higher quality level items. This will be further expanded upon in the skill system updates, but the best comparison that can be made in terms of balance and application would be to the quality level system. A side effect of this system is that new players will not be able to accidentally waste all of their ♥♥♥♥♥ buying items that are useless to them.


Diversity within the economy is paramount for the success of Fall of the Dominion, and that starts with a production system that is both intuitive and interesting. With this system, users will be rewarded for thoroughly considering every factor before beginning a process. It raises the bar for entrance to a level where the combatants who produce on the side won't be anywhere near as good or make anywhere near as much ♥♥♥♥♥ as those who do it as their primary form of entertainment. This encourages players to specialize and focus on things that they are good at, creating a style of gameplay that is very team-oriented.