Architect Archive

Thread: Architects: Are you giving up on hvy harvesters?

Dayln
Mon Nov 17, 2003 11:09 am
#14

I agree, Mediums should have been capped at 7, A harvestor should never achieve a rate better than the base rate of the next higest harvestor. Or if it does, it should cost a lot more in pay mantenance than the higher harvestor does. Enough to make it less attractive.
StavroMueller
Mon Nov 17, 2003 12:08 pm
#15

I'm sticking with my dozens of BER 7-9 heavies.Did not requireextra time to track down insanely-high-stat resources to make, and time is also a resource.
StarNick
Mon Nov 17, 2003 2:49 pm
#16

wow, hvy harvs are usually 7-13 er? i can make personhal harvs with 4 er...




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StavroMueller
Mon Nov 17, 2003 2:50 pm
#17






StarNick wrote:

wow, hvy harvs are usually 7-13 er? i can make personhal harvs with 4 er...






I think I have a few old ones that are still 7. Most of mine are 9, however.
Bermag
Mon Nov 17, 2003 5:10 pm
#18

I think ER-13 heavies is worth the extra cost compared to 10-ER mediums. That means you can pull about 4k more recources a day. That is about 30k for a shift. Even if you sell the resources for 2 cpu it is 60k more (well, some more maintenance cost of course). Not to mention that if it is rare resource you need for crafting you want every piece you can get.



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LordHosstyle
Mon Nov 17, 2003 8:45 pm
#19

I'm still not fully understanding all of this. As it stands now is it correct that


Personals max 5


Mediums max 10


Heavies max 13


yet Fusion is now reduced to 14 max


and anything over 7kg will INSANELY increase Maint Costs?


is this bout right?




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Ail
Tue Nov 18, 2003 12:06 am
#20

Actually I have access to 20 lots ( + 10 for houses and factories) and I am quite happy to run extraction rate 10 mediums, I only mine for personal use ( armorsmith/doctor) and even if a rare resource pops I can if I want grab 500k of it which is more than I will ever need so personally rate 10 are fine for me.,..



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Xader_Vartec
Tue Nov 18, 2003 9:14 am
#21

Question: Does the maint cost properly show up in the deed description?


The reason I asked is after the patch I decided to see how well I could do on a heavy with the resources I had. I ended up with a ER-11 heavy (I didn't consider that too bad considering it wasn't perfect experimentation and didn't go scrounging for the best resources). The maint description on the deed says 45/hour.


I immediately figured it was a typo because I know it should AT LEAST be 90/hour.


So, it the deed description for maint just crap?







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GrimRebuke
Wed Nov 19, 2003 9:10 am
#22

No, it does not.. and the extra maint cost doesn't show at all on the deed. I am replacing a bunch of great heavies that are rediculously expensive to maintain (well over 5k a day right now) with a fleet of medium 7's that I specifically am not experimenting the extraction rate, but am focusing on the hopper size so I can leave them in while on vacation. I might even make a few heavies using the same logic, since a heavy 7 should not be horrifically expensive either (if I can make one with that low of an extraction rate). The simple fact is that high-end harvesters are not worth the extra cost to operate. You cost per unit of extracted material has become excessive.
eznihm
Wed Nov 19, 2003 9:33 am
#23

I am not giving up on heavies, no way.


Last night I crafted 9 heavies:


1. I made a schematic for ore mining units with 97% effectiveness (BER 6), factory spit out a few dozen of em. I used the highest SR, HR, and UT steel I could find (ran 8 cpu in my region).


2. Gathered 66 wall modules and some reactive gas (not cheap)


3. Ran schematics for generator turbines and small structure storage modules


4. Used a 37 crafting station and an 8 crafting tool (i know, i know my tool sucks.. renovating my workshop is my next project). Oh, and I have a structure experimentation 6 clothing attachment, but I'm not sure it helped me (I don't have 11 experimentation points with it). /shrug


Result: seven 13s, one 12 and one 11.


Slapped them on the vendor and 6 of the 13s sold in an hour. They areexpensive butnot a rip-off. I spent asignificant ammount of time(and 100s of 1000s of credits) in preparation.


Good luck all.

GrimRebuke
Thu Nov 20, 2003 9:32 am
#24

woohoo.. they fixed it!!! now I can load em with cash and go on vacation....

by the way, with regards to the skill cloth experimentation of 6, it takes 10 points of skill enhancement to equal 1 point of experimentation displaying in the crafting menu. This is also true for points gained from adding skills.. ie, if you get a crafting skill block that says +20 artisan experimentation, then you get 2 more experiment blocks on the menu. If it says +25, you still get 2 more.. you only get that third when you make it to 30... so, +25 is 2 and another +25 makes it 5.

Hope that helps.
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