Architect Archive
Thread: My idea on a renewable source of income for Architects
Bandola, nice touch and great input.. the fact that there are those out there that use static harvesting areas, and yes, I know there are a few out there, will be affected too, but similar though to what the houses would do in the concept.
Generators, OMU's etc. etc. have to have some wear and tear to them, so perhaps a random roll, say weekly, like an update for a city or something timed out like that would actually cause the BER decay. Perhaps your idea/suggestion has more merit to it than you can think. Perhaps we don't think along the lines of the place and redeed idea, but instead, make the harvesters work on a weekly timer with a random roll of the 1-6 dice or 1-3/1-4/1-5 dice.. I personally wouldn't care for anything above a 6% loss to efficiency, or we would be fixing some harvesters every couple of weeks and that unto itself is not right.
I think that creating a weekly tick timer for BER Decay or even storage decay would be the route to take. Harvesters take a BER decay with a side effect of storage decay. Along those lines, if the BER decay is on a 1-6, then the storage decay should be on a 1-2 roll, thus the storage is very slow in comparison to the BER decay. As for the houses, well, that's pretty obvious that it would work in the same manner.
Bandola, I think your questions and comments may take us closer to the path we need, thank you for your input.
This is a good idea. Its a nice way to implement decay in structures without risking burning houses and players getting irrate over loosing all their stuff.
Bachreus wrote:
You have to be kidding me. I would never use a harvestor again if this change was implemented. If you want to make more money sell more product plain and simple.
Nice idea except.....
If you do some of your own harvesting, your costs will go up. If you buy from miners, your cost will go up to cover replacing harvesters.
You may lose in the long run.![]()
Message Edited by Pawlin on 02-17-2004 02:28 PM
I think decay would be more stomachable to people if the deed could be recycled. Have a repaired harvester deed schematic where one of the ingredience be a harvestor deed. Then add in the mechanism, generator and storage unit. From there experiment up. This could also help on failed experimented harvesters as those could be recycled as well.
What I would rather see is new line of harvesters that take 2 lots, same foot print and have a base extraction of 18 and go up to 26. Same BER per lot, just easier to manage and when you only have room for 4 harvesters but need to place 6, these would be the answer. Either that or special terrian handling harvesters that cost a bit more to make but handle terrian better.
I would rather get new items to make every few months than remake the same old stuff over and over.
1. I agree with all of these sentiments (except I would remove the word 'crap').
Naufragus wrote:
i dont want to be a handy man...
i also dont want to be building chepo repair kits...
sorry but i make decent money...i dont really need this crap to get buy
2. I suspect that many if not most architects agree with you.
If things that Architect's build have no decay rate in a short space of time there will be nothing left to build as not enough new people are joining and Cities have more or less maxed out, so there will be no Architects left as they won't have anything to do, and people who rely on selling resources to Architects will have tochange there approach to making money. If suddenly the Dev's decided to do the same with Weaponsmith/Amoursmith etc etc so that all crafted Items had no decay then we would all just be combat profs in a short space of time as no one would ever need anything built for them.
And the Architects who like crafting professions will move on toWeaponsmith/ArmourSmith etc,forcing the prices down as more and more people are competing for the same market.