Post by Ketara on Oct 27, 2009 14:27:46 GMT -5
I got a lot of questions today about purchases. I admit it is a confusing subject, and a lot of the shop headers are actually from OYW Mk 1 and do a bad job of explaining. The OYW shops actually predate OYW 1, Vlad made the original versions for Marcus back in like 2001.
So here is, cut and dry, everything you need to know about purchases.
When do purchases happen
Purchases happen before any actions such as moving or battling for the day happen. You cannot move and then make a purchase at your destination. You can purchase something and use it to assist in a battle on the same day.
You can only make purchases using RP that you have at the start of an update. RP that is transferred to you cannot be used the update it is transferred. You cannot make purchases (or actions) for a ship whose ownership is transferred to you on the update in which it is transferred.
Where can you make specific purchases
MOBILE WEAPONS can be purchased for your MS team, for any compound, ship or fleet that you own, or for a compound, ship or fleet that you currently reside in but do not own.
Ownership of a base means the PLAYER who owns it, who is actually on the Owner tag on the website, NOT the side who owns it.
SHIPS can be purchased at your position if that position is friendly territory to you. They can also be purchased at the position of a compound that you own. They can make an action immediately in the same update.
COMPOUNDS can be purchased at your position, but you must make a build action in order to do so. At the end of the update you will be moved to the compound if it is successfully built. Upgrading a compound, say a Fortification to a Fortress or a Mine added to a compound, is only possible if you are currently in the base and make a build action, and are the compounds owner.
TERRAIN can only be purchased for a compound at the time of its initial construction.
ADD ONS AND DEFENSES can only be purchased for compounds that you own. You do not have to be on your base to purchase add ons and defenses for it.
SERVICES can be only be purchased in contested territory or friendly territory, and are half price in friendly territory.
VARIANTS can only be purchased for ships which are on a compound and make a refit action. The ship makes the refit action, not the player. Mobile suit refits can be purchased anywhere, but the mobile suit must still make a refit action.
PILOTS can be purchased at any time like a mobile weapon, but the old pilot vanishes. If you buy a level 5 pilot for a level 3 GM, you do not get to move the level 3 pilot to a different mobile weapon, nor do you get to subtract the cost of the level 3 pilot from the level 5 pilot.
Sufficient hangar space woes
At the END of any given update, I will figure out whether or not a ship, fleet or MS team has more mobile suits than its hangar can carry. There are several reasons why this can happen. Maybe someone messes up and purchases too many, or several people in a fleet make purchases for the same ship, or maybe as a result of a battle a carrier is destroyed and its mobile suits have nowhere to go.
In any of these scenarios, I will do my best to accomodate the remaining mobile weapons, and prioritize hangar spots for better/more expensive units. The remaining mobile weapons will disappear, and if purchase mistakes are made you will still lose the RP.
In addition, you cannot loophole this by purchasing 50 Zakus for your MS team, ambushing with them, and then being okay with 47 of them disappearing at the end of the update. Only 4 Zakus will show up to the ambush and I will deduct RP for 50. Moral of the story: Don't be a dick.
So here is, cut and dry, everything you need to know about purchases.
When do purchases happen
Purchases happen before any actions such as moving or battling for the day happen. You cannot move and then make a purchase at your destination. You can purchase something and use it to assist in a battle on the same day.
You can only make purchases using RP that you have at the start of an update. RP that is transferred to you cannot be used the update it is transferred. You cannot make purchases (or actions) for a ship whose ownership is transferred to you on the update in which it is transferred.
Where can you make specific purchases
MOBILE WEAPONS can be purchased for your MS team, for any compound, ship or fleet that you own, or for a compound, ship or fleet that you currently reside in but do not own.
Ownership of a base means the PLAYER who owns it, who is actually on the Owner tag on the website, NOT the side who owns it.
SHIPS can be purchased at your position if that position is friendly territory to you. They can also be purchased at the position of a compound that you own. They can make an action immediately in the same update.
COMPOUNDS can be purchased at your position, but you must make a build action in order to do so. At the end of the update you will be moved to the compound if it is successfully built. Upgrading a compound, say a Fortification to a Fortress or a Mine added to a compound, is only possible if you are currently in the base and make a build action, and are the compounds owner.
TERRAIN can only be purchased for a compound at the time of its initial construction.
ADD ONS AND DEFENSES can only be purchased for compounds that you own. You do not have to be on your base to purchase add ons and defenses for it.
SERVICES can be only be purchased in contested territory or friendly territory, and are half price in friendly territory.
VARIANTS can only be purchased for ships which are on a compound and make a refit action. The ship makes the refit action, not the player. Mobile suit refits can be purchased anywhere, but the mobile suit must still make a refit action.
PILOTS can be purchased at any time like a mobile weapon, but the old pilot vanishes. If you buy a level 5 pilot for a level 3 GM, you do not get to move the level 3 pilot to a different mobile weapon, nor do you get to subtract the cost of the level 3 pilot from the level 5 pilot.
Sufficient hangar space woes
At the END of any given update, I will figure out whether or not a ship, fleet or MS team has more mobile suits than its hangar can carry. There are several reasons why this can happen. Maybe someone messes up and purchases too many, or several people in a fleet make purchases for the same ship, or maybe as a result of a battle a carrier is destroyed and its mobile suits have nowhere to go.
In any of these scenarios, I will do my best to accomodate the remaining mobile weapons, and prioritize hangar spots for better/more expensive units. The remaining mobile weapons will disappear, and if purchase mistakes are made you will still lose the RP.
In addition, you cannot loophole this by purchasing 50 Zakus for your MS team, ambushing with them, and then being okay with 47 of them disappearing at the end of the update. Only 4 Zakus will show up to the ambush and I will deduct RP for 50. Moral of the story: Don't be a dick.





