Architect Archive

Thread: Fusion generators and the quality of the Ore Mining Units

Bandola
Fri Apr 02, 2004 11:50 am
#14

Hey Donah, thanks, time to make some trash omus




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Bandola Da'Gear
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BoberFett
Fri Apr 02, 2004 3:26 pm
#15

Cigaran


This is only once you already have a BER14 factory schematic built using a high quality OMU. Then you can put any garbage OMU into the factory input hopper and it will use those and you don't have to waste high quality steel on you fusions.


If you use a junky OMU to build a schematic or deed by hand, then you can get a low BER.
Cigaran
Fri Apr 02, 2004 4:19 pm
#16






BoberFett wrote:

Cigaran


This is only once you already have a BER14 factory schematic built using a high quality OMU. Then you can put any garbage OMU into the factory input hopper and it will use those and you don't have to waste high quality steel on you fusions.


If you use a junky OMU to build a schematic or deed by hand, then you can get a low BER.




Got ya! Gee, wanna guess what I'm off to do tonight???




Cigaran Lanarik
Mayor of Alacio Island, Naboo C
Smuggler,Smuggler's Alliance Pilot
Drop off Vendor @ -1419 -187 Naboo
Naufragus
Fri Apr 02, 2004 8:07 pm
#17

you really shouldnt be making fusions.....it is really cheaper to just use hvy mineral at BER 13 to mine radioactives.....the additonal 1 BER only gives you a few 1000 more resourse a day.....they actually end up being over unity machines because you can just use a little of the energy they mine...so for like 10K radioactive you get 200K in return..the maintence you would pay anyway. if you cant find a good spawn then you can just use them to mine something else


i just think until experimentation is fixed for them, fusions are a waste of resources to make.



BoberFett
Fri Apr 02, 2004 11:16 pm
#18

Are you kidding? No way would I mine radioactive with a mineral harvester. Consider this:


BER13 Mineral on 70% radioactive for 24 hours

13104 units harvested

90 credits per hour = 2160 credits cost per day

75 power per hour = 1800 power cost


BER14 Fusion on 70% radioactive for 24 hours

14112 units harvested

60 credits per hour = 1440 credits cost per day


There's no comparison.
BoberFett
Sat Apr 03, 2004 12:50 am
#19

dp

Message Edited by BoberFett on 04-03-2004 01:51 AM

Bandola
Sat Apr 03, 2004 12:53 am
#20

I just wish I hadn't made 50 of these with 97% omus a couple of days ago, it will probably get fixed before my next run




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Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Pawlin
Sat Apr 03, 2004 12:58 am
#21






Bandola wrote:
I just wish I hadn't made 50 of these with 97% omus a couple of days ago, it will probably get fixed before my next run





ROFL!! HA!



Thats a real knee slapper.





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Bandola
Sat Apr 03, 2004 5:51 am
#22

You guys may laugh, but just because they don't ever fix anything that screws us, it doesn't mean they won't rush to fix thing that help us. It seems they have fixed the Vehicle repair exploit now.


Having said that I expect we will be able to use this to our advantage for a long time to come if we don't bring it to their attention. I guess that was why the vehicle bug got foxed, the Artisans were not too happy with it I understand, though it beats the hell out of me what harm it actually did to them.






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Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

LadyLeala
Sat Apr 03, 2004 12:27 pm
#23






Bandola wrote:

You guys may laugh, but just because they don't ever fix anything that screws us, it doesn't mean they won't rush to fix thing that help us. It seems they have fixed the Vehicle repair exploit now.


Having said that I expect we will be able to use this to our advantage for a long time to come if we don't bring it to their attention. I guess that was why the vehicle bug got foxed, the Artisans were not too happy with it I understand, though it beats the hell out of me what harm it actually did to them.









The vehicle repair "exploit" still works as of last night.


I don't mind if they fix this bug on fusions, as long as they fix the experimentation at the same time. (Assuming it is actually a bug that BER14 is the max for fusions).


As for the vehicle repair issue helping artisans... I don't think it does at all. Vehicles don't decay, unless they get destroyed outright. That's the real bug that needs to be addressed, if you ask me.




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Relocating on CHILASTRA

CLOSED UNTIL FURTHER NOTICE


BoberFett
Sat Apr 03, 2004 1:58 pm
#24

They might fix it soon. And pholokite ore might fly out of my butt.
Naufragus
Sat Apr 03, 2004 11:38 pm
#25

i cant figure out why you want vehicles to decay....


and it doesnt help artisans...people have to go to a GARAGE ...


(but do you think that you can use any OMU because they dont crate)
LadyLeala
Mon Apr 05, 2004 7:59 am
#26






Naufragus wrote:

i cant figure out why you want vehicles to decay....


and it doesnt help artisans...people have to go to a GARAGE ...







Personally, I want vehicles to decay because it would bring about repeat business for Artisans. I used to sell about 10 vehicles a week. Now I sell about 1 every month and a half.



Wayfarer's Designs

Relocating on CHILASTRA

CLOSED UNTIL FURTHER NOTICE


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