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# Controls in And/Ore work on what we call "The Triple-Tap System."
# Controls in And/Ore work on what we call "The Double-Tap System."

The Triple-Tap System involves pressing a "mode" key which determines which mode you are in, and then a modifier key to change the exact actions. The various modes and their mode keys are:
The Two-Tap System involves pressing a "mode" key which determines which mode you are in, and then a modifier key to change the exact actions. The various modes and their mode keys are:
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The Two-Tap System sounds less smooth than Double-Tap System

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Really? I find Alleteration makes it smooth. Its also less sylablles.


<table>
<tr>
Expand All @@ -16,7 +16,11 @@ The Triple-Tap System involves pressing a "mode" key which determines which mode
<td>B</td>
</tr>
<tr>
<td>Loot</td>
<td>Deconstruct</td>
<td>C</td>
</tr>
<tr>
<td>Loot</td>
<td>L</td>
</tr>
<tr>
Expand Down Expand Up @@ -73,28 +77,10 @@ Master Table:
<th>Direction</th>
</tr>
<tr>
<td>Move North</td>
<td>m</td>
<td>*</td>
<td>w</td>
</tr>
<tr>
<td>Move West</td>
<td>Move</td>
<td>m</td>
<td>*</td>
<td>a</td>
</tr>
<tr>
<td>Move South</td>
<td>m</td>
<td>*</td>
<td>s</td>
</tr>
<tr>
<td>Move East</td>
<td>m</td>
<td>*</td>
<td>d</td>
<td>Direction in which you want to move</td>
</tr>
<tr>
<td>Build Fence</td>
Expand Down Expand Up @@ -144,6 +130,12 @@ Master Table:
<td>8</td>
<td>Desired Location Relative to You</td>
</tr>
<tr>
<td>Deconstruct Corp Owned Building</td>
<td>c</td>
<td>*</td>
<td>Desired Location Relative to You</td>
</tr>
<tr>
<td>Buy Health Potion from Pharmacy</td>
<td>l</td>
Expand Down Expand Up @@ -229,28 +221,10 @@ Master Table:
<td>*</td>
</tr>
<tr>
<td>Attack Player/Building to your North</td>
<td>k</td>
<td>*</td>
<td>w</td>
</tr>
<tr>
<td>Attack Player/Building to your West</td>
<td>k</td>
<td>*</td>
<td>a</td>
</tr>
<tr>
<td>Attack Player/Building to your South</td>
<td>k</td>
<td>*</td>
<td>s</td>
</tr>
<tr>
<td>Attack Player/Building to your East</td>
<td>Attack Player/Building</td>
<td>k</td>
<td>*</td>
<td>d</td>
<td>Direction of Player/Building Adjacent to You</td>
</tr>
<tr>
<td>Increase Corporation Standing</td>
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33 changes: 0 additions & 33 deletions wiki/contributors.md

This file was deleted.

20 changes: 6 additions & 14 deletions wiki/door.md
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Expand Up @@ -5,25 +5,17 @@ Door
* Build with: `b, 5, *`
* Build Cost: `1000 Ore`
* Ore Dropped on Destruction: `333 Ore`
* Health: `250`

#### Services Offered
#### Uses

You can use the Door once per turn.
The door is a high health building that will allow the owner and their friends to pass through, but not their enemies.

The owner or corp member can travels through the door.

#### Owner Information

The Door only allows the owner or corp members to pass through.

The standing (Ally, Neutral, or Enemy) of the owner determines whether a player can pass through the door.

#### Origin

The Door is one of the original structures from v1.0.
More specifically, the member's of the owner's corp can pass through as well as the Allies of the owner, but not neutral or enemy players.

Contributors
============
- Alexander Pape
- Ryan Courbron

##### Page last edited on 10/14/16
##### Page last edited on 12/8/2016 (Version 1.5, The Benovolent Bearded Dragon)
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I really like how you added the name of the release, I love it!

15 changes: 10 additions & 5 deletions wiki/fences.md
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Expand Up @@ -4,11 +4,16 @@ Fence
* Build with: `b, 1, *`
* Build Cost: `30 Ore`
* Ore Dropped on Destruction: `10 Ore`
#### Services Offered
Fences block any player from moving through or onto its location.
#### Origin
The Hospital is one of the original structures from v1.0.
* Health: '30'

#### Uses

Fences are a low cost building that can be used to create a low health wall. Players will often use fences to mark the edge of their territory.


Contributors
============
- Graphyte
##### Page last edited on 10/07/16
- Ryan Courbron

##### Page last edited on 12/8/16 (Version 1.5, The Benovolent Bearded Dragon)
55 changes: 30 additions & 25 deletions wiki/hospital.md
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Expand Up @@ -5,38 +5,43 @@ Hospital
* Build with: `b, 2, *`
* Build Cost: `200 Ore`
* Ore Dropped on Destruction: `66 Ore`
* Health: `200`

#### Services Offered
#### Uses

You can use the hospital once per turn, and you are healed by 5 hp per use.
The hospital is a building which allows anyone who uses to heal 5 health, up to the player's max health.

Costs for Healing:

* Member of the Hospital Owner: `5 Ore`
* Ally of the Hospital Owner: `6 Ore`
* Neutral to the Hospital Owner: `10 Ore`
* Enemy of the Hospital Owner: `15 Ore`

#### Owner Information

Corporation owned buildings that sell items/services for a cost distribute the profits to the owner.

The expenses for healing someone is `5 Ore`, so you don't profit from your own corporation members using the Hospital.

You profit `1 Ore` when the hospital is used by an Ally, `5 Ore` when it's used by a neutral, and `10 Ore` when it's used by an enemy.

The Standings (Ally, Neutral, Enemy) taken into account are the Owner's standings towards you.

#### Origin

The Hospital is one of the original structures from v1.0.

#### History
They originally spawned in naturally, just like ore deposits, but now have to be built by player corporations.

<table>
<tr>
<th>Relation to Owner</th>
<th>Cost</th>
</tr>
<tr>
<td>Corp Member</td>
<td>5 Ore</td>
</tr>
<tr>
<td>Ally</td>
<td>6 Ore</td>
</tr>
<tr>
<td>Neutral</td>
<td>10 Ore</td>
</tr>
<tr>
<td>Enemy</td>
<td>15 Ore</td>
</tr>
</table>

The owner gains ore when a player uses the hospital. The amount they gain is equal to the amount that the person using the hospital paid - 5 Ore.
Contributors
============

- JCharante
- Ryan Courbron

##### Page last edited on 12/8/16 (Version 1.5, The Benovolent Bearded Dragon)

##### Page last edited on 10/06/16
14 changes: 5 additions & 9 deletions wiki/ore_generator.md
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Expand Up @@ -2,26 +2,22 @@ Ore Generator
=======

* Icon: 🏭
* Health: 225
* Build with: `b,3, *`
* Build Cost: `100 Ore`
* Ore Dropped on Destruction: `33 Ore`
* Health: `225`

#### Abilities
#### Uses

Ore Generators grant their owners 3 ore per tick, with each
tick decreasing their health by one.
An Ore Generator can only be built adjacent to an Ore Deposit. Once placed, an Ore Generator will produce 3 Ore per tick for as long as it is still running. An Ore Generator will last for 56 Seconds, but if they take damage, they will stop running earlier.

#### Other

The Ore Generated was originally introduced in v1.1, but has
been continually modified.

Contributors
============

- Quinn Balsam
- JCharante
- Ryan Courbron

Page last edited on 11/20/16
Page last edited on 12/8/16 (Version 1.5, The Benovolent Bearded Dragon)

File renamed without changes.
18 changes: 10 additions & 8 deletions wiki/spiketrap.md
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Expand Up @@ -6,13 +6,15 @@ Spike Trap
* Ore Dropped on Destruction: `50 Ore`
* Health: `40`
* Damage: `5`
#### Services Offered
Damages enemy(E) and neutral(N) players that move onto it.
#### Owner Information
Will not damage anyone in the Corp of the builder
#### Origin
The Spike Trap was added in v1.3.

Uses
=======
* Damages enemy(E) and neutral(N) players that move onto it.
* Will not damage the builder or anyone in the Corp of the builder.

Contributors
============
- Graphyte
##### Page last edited on 10/07/16
- Liam Connor-Schaefer
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Wait, why'd you get rid of Graphyte's name under Contributors?


##### Page last edited on 12/16/16
##### v1.5 - The Benevolent Bearded Dragon