Architect Archive
Thread: How to give some repeat business and get the profession going again.
Think I have read all the posts from day one.
Here is my suggested solution to MA repeat business problems.
Put a cap on how much a harvester can harvest before it starts to degrade.
For example lets say a heavy starts out life at 10 resource mineing capability. After 100,000 units are harvested it goes to 9, then 8, then 7 ,etc, etc. Not really sure what the ideal rate should be, so I will leave that to the Sony folks that can run some stats on game wide useage. Of course the same idea should apply to personals and medium harvesters. So, we get some repeat business for a change. As it is only new business is hapening.
In my mind there is no reason for a mineing unit to last forever even with the best maintance possible. They got to wear out sometime and require replacement just like everything else we use on a day to day basis like cars, airplanes, etc.
No clue on what to do with houses.
This also will get money and resoruces out of the game Sony.
Healerx wrote:
Ok, fine, but the compoents will not, need new power, etc, etc. Looks like a sealed unit to me, hehe. I bet even those hoppers get banged up bad.
Which is why I think that the components used (ie Ore mining unit) could break occassionally. It would open a market for every thing an architech makes without degrading the structure. It is additional maintenance though, but occassionally everything needs a little more work than usual.
Oh, and as a bit of a incentive to Sony and something I did maybe not make clear in the orginial post.
Making those harvesters degrade in capability over time, non fixable. and repeat business will slowly come along. In addition, and not a small addition is that somewhat less resources will come into the game, ie more funds will be sunk for less resources as harvesters degrade and more funds will go to MA's who will put more funds into harvesters and burn more resoruces making harvesters. Think that just might be the Sony idea. Take mission money out of the game rather than make everyone rich.
Now I have no problem with having to replace the components but my solution would be a very easy one to code. I can write that in three lines or less, maybe even one if I am real tricky.
Guess what Sony wins again almost no code required, fewer resources, and more funds leaving game.
Guess what MA's win repeat business.
Guess what miners win. Better prices.
This was stolen from another post, but is another good idea/way to degrade harvesters, ie everytime they are redeeded rather than qty mined, but the flip side is that more codeing is required for the same solution.
Personally, I think harvesters should decay every time you redeed them. Makes perfect sense logically (its going to hurt something moving a harvester, esp a large one), and it gives the player the most control over how often your harvester decays. You can leave a harvester where it is and mine whatever comes up under it (thus not incurring any decay), or you can move harvesters around a lot trying to get the best of the best every week (thus getting a lot of decay and needing to buy new harvesters periodically.)
Ok, I have to add my 2 cents on this one....
Harvesters have to decay over time as with everything else, period. Its only up to the Devs to figure out HOW or WHAT will cause them to decay.
Sure, I put maintance in my harvester to keep it running at 100%. I also put maintance in my car in RLperiodically to keep it at 100% so it can get me to work on a daily basis. But the factor of the matter is, eventually it should get to a point where putting in maintance is not worth the returns on your investment.
I'm proposing that you justdon't degrade the extraction rate over time, but in combination with higher maintance rates. So that Spec 10 Heavy Harvester is costing 1000 credits per day maintance (Yes I know this figure is lower than current rates), but eventually, say over a period of a month this same harvester is running at Spec 5 and is costing 5000 credits per day maintance (This is just an example, don't flame over the values I'm putting forth).
The fact is, the game has only been out for afew of months. True business cycles in the game economyare broken and far from being even remotely complete (ie We are experiencing rapid growth and businessbut eventually most crafting professions will die outwithout any of these checks and balances put into place), this needs to get done and this istruly a step in the right direction.
Galidor Freelight
Master Architect
Wanderhome
Exactly right
Efficiency should decline while pay maintenance increases on harvesters, house pay maintenance should simply increase slowly.
By doing decay in this manner you leave the timing of it in the hands of the players. Nothing goes poof unless there is no pay maintenance. But that maintenance increases over time.
I say good idea have the decay, but also offer Building repair kits. just like the weapon/armor/clothing ones. and have certan parts of the building ware out like the generators need to be changed every so often. just like a hotwater heater or AC unit in a real house. that way you can sell that part, and any non-MAs have to have the repair kit to be able to install it.
the different componants could be better or worse with experimentaion. the better the drill-unit the faster it harvests minerals. This would also give perpous to experimenting with the "componants" for a scimatic.
the building itself should decay and eventually be destroied, but over a long time. in the short term have the componants burn out a little faster, but not every week.
another idea is to have "sockets" on housesfor stuff like power-upsi.e a storage shed that adds 25-50 to storage( depending on quality )
that's just my idea
Aspa
Ok folks, stole this idea as well as it seams to have distinct possibilities also. Not sure I agree with the length of time, ie X amount but got to leave that to the Sony folks and detailed analysis that is not available to this player.
"Harvesters should have a limited lifespan. It should be a multiple of hopper size. 20x for mediums and personals and 50x for larges. Then that extra 25% hopper size would have some real value. Anyone complaining that their medium harvester only can pull up a million to a million and a half should be beaten. A medium harvester with 7kg/h and a 50k hopper running constantly on a 90% spot would last for 110 days. More realisticly they would last about 4 or 5 months of constant operation on normal densities. A heavily experimented one (75k hopper?) would last 6 or 7 months. An average large with 10kg/h and 100k hopper would last over a year easy."
Moxin,
That form of decay also works, the only thing I dont like about that is that it changes what an architect is, from a maker of structures and instalations to a repairman.
A year from now no one will be able to sell any structure or extractor and all architects will be is repairmen.
They might as well change the name of the class.