Architect Archive
Thread: My idea on a renewable source of income for Architects
This is a great idea. Hopefully the devs will take notice of it.
Mapiasal
Master Architect/Master Sharpshooter
Re-deed decay is a pretty good idea for structures... repair kits would suck though (IMHO).
Now all we need is a reasonable furniture decay. (Oh, and the devs to listen to us )
-Agrin Pi'nel
Tarquinas Server
Master Architect
Master Artisan
Master Tailor
I think it would be good to allow the novice architects to have something to make some money on- and this would be an ideal way for them to do it.
But I would take it further and say thatafter every redeed, there is a random chance of a component failing based on say the skill level of the person using it. For example, if the redeeder has Surveying 4 (this is just an example mind you), they could have a less chance of decay occurring than say someone with no surveying skills. The randomiser could affect any "replacable" component such as the OMU, Turbines, Storage units, etc.
This would then open up a market for the novices to fill with their grinded components.
You could even go further and introduce area affects that the randomiser roll affected that person harvs in the immediate vicinity (but this may be going to far).
I'd like to see them deterioriate completely over time myself, but I gather this would not be at all popular with the punters ![]()
I guess to further this I should add a little more to the idea.
First, the decay of the BER is over time, it's not going to drop every time that it is collapsed into a deed again, however, the more times you do it, the more chance you have of decay of the BER. Think of it like this, tonight I created a 97% BER 13 Mineral Harvester, one of the best ones I've made yet. Let's take into account that the individual purchasing this harvester puts it out at the begining of a new resource shift, hits pay dirts for a week on his needed resource, and is very happy with that. Now, comes the next resource shift, and he needs to redeed the harvester to put it elsewhere. A random roll happens when he does that, it's not a very large number, say 1-6. The hidden dice hits a 5 during that roll, and now the 97% BER 13 is a 92% BER 13. It still stays within the range it needs to be to stay as a BER 13, yet, as you can see, the efficiency percentage drops. Eventually, over time of re-deeding this harvester, it will eventually run it's percentage down even further, and become a BER 12, BER 11, BER 10 etc. etc. Taking it down to no lower than a BER 8. Mediums and Personals can even have the same effect given to them.
A new Generator or Ore Mining Unit is what is needed here, you can also add in a possible roll against the storage capacity of the harvester as well, maybe a side effect of the decay on the extraction rate, which will in turn call for more storage compartments to be added. The Architect, or in the case of personals, the Artisan, does not need to add anymore resources to the mix, just re-add the new components, and the harvester returns to it's brand new rate, a 97% BER 13.
Similar methods could be done for houses as well, where as if you are a heavy mover, your house will take on decay from building it, taking it down, rebuilding it, etc. SO.. Walls need to be added to re-inforce the house, a generator needs to go out once in a while too, storage compartments can be added if the person keeps his/her house at max level of items all the time. Before you say anything about the latter, no, nothing will or should disappear, it's just when the house falls below the max of 150 items (think medium and small here), then it can no longer return to that, it can now only hold say 140-145 items instead, and over time, that number falls as well.
________
Is this feasible, I believe so
Should Architects and even an Artisan consider this for approval, I would certainly hope so
What would the player base think of this? Well, considering that they have to buy new weapons, new armor, new clothing and sometimes even new vehicles, to have us repair their house or harvester would be better than buying a new one. Also, considering that the components themselves are realitively inexpensive to produce via resources, paying the architect/artisan for their time would be the biggest cost of doing the repair work. Adding a new component and having an Architect or Artisan come do it would be cheaper over time, i.e. 10-15k per item easily, could be cheaper, could be more expensive depending upon how busy they are too. I think that this is feasible, and I don't think this would hurt the player base either.
All structures could fall under this, city buildings, houses, harvesters etc. etc.
As for decaying furniture.. well.. I have no ideas to expand on that one, as I don't know that it would be feasible to do. Some furniture is quite expensive now as it is, a couple of thousand credits for this or that, and replacing it every couple of months would get bothersome, it's to much to ask the player base to keep buying furniture all the time, eventually, they'll grow tired of it and just not buy it at all, however, all crafters and resource junkies have to have harvesters, and most everyone enjoys the satisfaction of having their own house too, so, you are looking at an area that not only should be addressed, but CAN be addressed.
I hope there are others that can expand on this idea, and I would love to see our Team Leader take this forward, I think that once the bugs of this idea are worked out, we can really make this a reality.
I like the idea, I would perhaps suggest a small refinement.
Let us say that Joe takes the option to get his harvester repaired every time. Well, that is not really the kind of repeat business the high end architects are interested in, but I agree it is perfect for upcoming architects. In this respect it is great, but eventually the upcoming archs will be high end archs, anow even they will not be interested so much in repairs. So why make the harvester repair back up to it's original condition, after all we are talking about replacing parts, some of the structure does not get replaced, so use the roll principle so that there is a chance that the harvester will NOT get back to original state (pretty much same as weapon repair), the customer will know there is a risk in not getting back to 13, if it does not make it then they get back a 12, this should affect the value of the repair of course, and would need to be agreed beforehand (otherwise archs could just use sub 80% omus and say it was customers risk - the quality of omu of course has to be taken into consideration). This way, eventually the harvester would need full replacement giving the high end archs some worthwhile renewable income.
This should all take place over a suitably long time, replacing harvesters every month will NOT go down well with the community.
One thing worries me though, your idea relies mainly on redeeding and thosewho are our biggest customers and most likely to be the ones who would most use such a 'service' are the larger resource miners, and they operate in the main with static lots. Therefore your refinement for resource shifts would be crucial. The Lot traders will be very unhappy though as they will not be able to get their old harvesters repaired, how on earth are they going to track down that toon that placed the lots for them...
Message Edited by Bandola on 02-17-2004 12:16 AM