General > Discussion
Building (and some weapon) descriptions
Hoehrer:
We are currently preparing the Ufopedia/Info-entries to be displayed with a description. But especially descriptions for the various buildings are missing. So we ask you to help us create some shiny lines of text that would fit in there. If you have some just post 'em here.
EDIT: we do not need the descriptions in po-syntax or anything ... just plain text
We need at least an english description that can then be translated into the other languages as well. That said .. of course transaltions of already submitted descriptions are also needed.
Most of the entries are self-explaining, but if you have troubles coming up with a good description just ask.
Keep in mind that this descriptions will most likely change when development advances, but we need to start with something. And especially for TD3 (yes, it's coming along) some text would be nice ;)
Buildings
[*]Entrance [EN DONE]
[*]Commando central [EN DONE]
[*]Powerplant [EN DONE]
[*]Laboratory [EN DONE]
[*]Storage [EN DONE]
[*]Interceptors [EN DONE]
[*]Quarters [EN DONE]
[*](UFO Hangar) [EN DONE]
[*]Hangar [EN DONE]
[*]Team Room [OPEN] (see comment by BTAxis below)
[*]Radar [EN DONE] [/list]
Weapons
[*]Kerrblade [OPEN]
[*]Bolterrifle [OPEN] (we are not yet sure if this will be a nail-gun/coil-gun like device or something along a railgun)[/list]
Many thanks in advance,
The UFO:AI team
BTAxis:
I wrote some descriptions for the base facilities:
--- Quote ---Entrance
--------
This is the personnel entrance to the Phalanx base. It is basically an elevator riding from the surface to an underground corridor that leads into the base. The entrance to the elevator is camouflaged so it can't be spotted easily from the air, reducing the chance of the base being discovered by the aliens. The elevator cage can hold up to four people at any one time. This is a security measure, preventing enemy forces from penetrating into the base in large numbers. However, because it is one of the few structures that links the base with the surface, the Entrance remains a weak spot in the base's defenses. In the event of an alien attack, the aliens will likely enter from here.
Commando central
----------------
[Suggest this be renamed to Command Center]
The Command Center is the heart of any Phalanx base. All missions are planned here, and all information gathered by the base's sensors and field operatives converges here. Without a Command Center, no base can function, so any new base must set up a Command Center before it can become operational.
Powerplant
----------
The Power Plant supplies a base with energy. Without energy, most base facilities will not function. For this reason, the Power Plant is a vital facility, and is likely to be the target in case enemy forces invade the base.
Laboratory
----------
A Laboratory provides space for scientists to conduct experiments, discuss theories, run computer simulations and test prototype equipment. Though scientists don't need a laboratory to live in the base, they cannot do their work without one. Each laboratory provides work space for ten scientists.
Storage
-------
This building is used to store equipment and spare parts. Each Storage facility provides space for 50 pieces of equipment.
Interceptors
------------
Interceptor missiles are a basic anti-air defense that protect the base from UFO invasions. UFOs trying to land near the base will be targeted and shot down. Though Interceptor missiles are an adequate defense against light raids, they cannot hope to stop larger UFOs.
Quarters
--------
The Quarters facility provides space for all Phalanx personnel living in the base. Soldiers and scientists, as well as the command staff, call this place home. Each employee has his or her own cubicle, which is equipped with a bunk, a small desk and basic sanitary facilities. In addition, the Quarters has a common living space where employees go to relax and socialize. Each Quarters facility provides living space for twenty people.
(UFO Hangar)
------------
The UFO Hangar is where captured UFOs are stored. Obviously, it is not practical to disassemble a captured UFO on the spot, as it would invite counter-attacks by alien forces. Instead, once the UFO is secured, it is towed to the nearest Phalanx base equipped with an unoccupied UFO Hangar. This is done by regular military units, and thus the operation is of no concern to the Phalanx Commander. A UFO Hangar can house any UFO up to Transport class.
[Suggest additional facility: Large UFO Hangar, for the big UFOs]
Hangar
------
The Hangar is where Phalanx combat craft are stored and maintained. The Hangar is stocked with all the tools the engineers need to keep the craft in top condition. Most of the Hangar floor is a massive elevator. When a craft is to be launched, the elevator transports the craft to the surface before it takes off. The Hangar bay doors are camouflaged, so they can't be spotted easily from the air, reducing the chance of the base being discovered by the aliens. However, because it is one of the few structures that links the base with the surface, the Hangar remains a weak spot in the base's defenses. In the event of an alien attack, the aliens will likely enter from here.
Team Room
---------
[I have no idea what this is for. It seems totally redundant. I suggest this facility be scrapped, or given a different name and purpose.]
Radar
-----
The Radar facility is the control center for a radar array set up outside the base. Using the radar array, UFOs can be detected from a long distance away, allowing intercept missions to be launched and giving advance warning to the Command Center should the UFO intend to attack the base.
--- End quote ---
Note that this still needs to be po'ed (I don't want to install poedit), and there's no description for the Team Room because I think it's totally useless.
BTAxis:
On a related issue, I think the current facility parameters you get in the UFOpaedia are rather uninformative. Worker cost is pretty ambiguous, perhaps that should be renamed to "running cost". Or perhaps it should be removed altogether, if base upkeep is decided against. Though some buildings have a power usage listed, the power plant does not have a power output listed. Some work here is needed, I feel.
Hoehrer:
Many thanks for the quick response with the descriptions. :D
Now we only need as many translations for teh buildings as possible ;)
And of course the weapon-descriptions ... but if nothing comes up we'll just leave them undescribed in the next release.
Misleading information:
Yeah, this is a known issue ... and it mostly comes from the fact that not even 90% of this is implemented right now ... at least not in a sane way. ;) Also some information should not be in the pedia at all (specific-building related) or should be added (you already mentioned the power-output) etc...
Concerning the Worker-costs ... actually it's planned as "cost per worker/employee" additional to the "fix costs" of the building ... but see above.
Werner.
BTAxis:
Cost per worker, hm? I think that might not be a good idea - too much micromanagement. Though you don't actually manage anything, unless you intend to have different scientists have different levels of abilities (like in x-force). Rather, I think you should just put a general upkeep cost for each building, regardless of whether it's being used or not. Keeps things simple.
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