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− | Factory SC2-NCO Game1.jpg|[[Covert Ops Crew|Covert Ops]] factory (''Nova Covert Ops'' |
+ | Factory SC2-NCO Game1.jpg|[[Covert Ops Crew|Covert Ops]] factory (''Nova Covert Ops'' campaign and CO-OP missions) factory |
Factory SC2-LotV Game2.jpg|[[Dominion Special Forces]] factory (versus) |
Factory SC2-LotV Game2.jpg|[[Dominion Special Forces]] factory (versus) |
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MengskFactory LotV Game1.JPG|[[Royal Guard]] factory |
MengskFactory LotV Game1.JPG|[[Royal Guard]] factory |
Revision as of 10:27, 3 December 2019
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A factory is a terran production structure.
Overview
The factory is an automated terran structure which acts as the primary production center for vehicles,[1] structures,[2] and ammunition.[3]
The factory maintains first-class housing for the elite crews of tanks, walkers and the other mechanical units it produces. The factory walls are made of reinforced neosteel, making the structure one of the most survivable in any terran base. The factory contains heavily reinforced fuel supply reservoirs, as well as interior construction cranes to aid in the lifting and assembly of machinery, and ventral thrusters allowing it to liftoff.[4]
At the midpoint of the Second Great War, the research of Redell Quinton at Project Blackstone did away with the latrine housed within factories. This extra space gave factories the capacity to manufacture siege tanks with siege mode straight off of the factory line without the need for further facilities in the tech lab.[5]
The Dominion Special Forces utilize the R36-series of factories, which feature sturdier anchors, reinforced foundation, and a bulletproof coat of paint.[6]
Game Structure
StarCraft
In StarCraft, the factory is used to construct vultures, siege tanks and goliaths. It also has an optional machine shop upgrade to enhance vehicles' offensive weapons and speed.[1]
Upgrades and Abilities
This structure can lift off, enabling it to fly. It cannot produce units or conduct research while in flight, and must leave add-ons behind.
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The factory can add a machine shop to itself, enabling it to produce siege tanks and upgrade tanks and vultures. In StarCraft: Brood War it also enables the research of Charon Boosters.
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StarCraft II
In StarCraft II, the factory is compatible with the tech lab and reactor, albeit not both simultaneously.
One additional attribute is that it is required to produce nuclear missiles at the ghost academy.
Versus
Upgrades and Abilities
This structure can lift off, enabling it to fly. It cannot produce units or conduct research while in flight, and must leave add-ons behind.
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Upgrades the armor of structures by 2 (excluding auto-turrets). Increases the cargo space of bunkers by 2. Also provides extra cargo space for command centers and planetary fortresses.
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Wings of Liberty
Upgrades and Abilities
Combines the tech lab and reactor into one add-on.[7]
Protoss plasma shields have finally given us the ability to fit the tech lab and the reactor into a single structure add-on. This new add-on, known as the tech reactor, replaces the old tech lab and reactor add-ons, and allows us to train two of any unit type simultaneously.
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All structures repair themselves to 50% life. All structure fires are automatically put out.
This all-in-one safety system automatically dispatches robotic drones to put out any fires and perform basic repairs on damaged structures. Although these drones are effective at doing basic repairs, they do not have a strong enough AI to perform the more delicate repairs needed to restore a structure past half life.[8]
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Co-op Missions
Jim Raynor
In Co-op Missions, Jim Raynor gains the following upgrades to the factory.
- Raynor trains combat units and builds Barracks 50% faster.
- Factory and Starport Mechanical units cost 20% less vespene gas.
- Stimpack grants increase bonuses, costs less life, and does not require research.
- Cost reduction does not affect SCVs.
Raynor's infantry units are able to use Improved Stim. (Increases movement and attack speeds by 75% for 15 seconds at the cost of 5 health.)
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Barracks, factory, and starport units are delivered directly to the structure's Rally Point via drop pod.
Passive: Reduces the production time of units, produces from Barracks, Factory, and Starport, by 2.3 seconds.
Speed Increase for Drop-Pod units Mastery: All combat units, after being dropped by Orbital Drop-Pods, gain +2% to movement speed, attack speed, cooldown reduction and energy regeneration per each mastery point for 30 seconds.
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Rory Swann
In Co-op Missions, Rory Swann's primary structure is the factory, and he foregoes the gas cost. In addition, Swann gains the following upgrades to the factory.
Swann builds SCV, vehicles and starships 20% faster than other Commanders. Factories and armories do not cost vespene gas.
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Development
The balance between team color and metal was the focus of factory development in StarCraft II. During development, artist Phill Gonzales hid posters of "fat chicks" on the back wall of the factory. However, they were spotted during a Q&A session and he was forced to remove them.[9]
As of April 2012, Blizzard was experimenting with a wide range of new terran units for Heart of the Swarm. Many of these originated from the factory, the structure being a "little light" on its unit options.[10]
Achievements
Erector Time | |
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Criteria |
Build a factory during the first 270 seconds of a Melee game. |
Edit |
Heroes of the Storm
The following section contains information from Heroes of the Storm and is not canon to StarCraft continuity
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Factories appear in the background of the map Braxis Holdout in Heroes of the Storm. After the first zerg wave, they become infested factories.[11]
Images
- StarCraft II Skins
References
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