Architect Archive
Thread: What do we have!?
Huan,
Ya got ya. I was just surpised when you said we didn't have a lot of schematics. I personally find it annoying to have to scroll down a couple pages through my schematics to get to the harvester components at the bottom so to me we've got a lot of schematics.
GhOsT767565634765 wrote:
...but we have no form of decay whatsoever ...
Actually we do but it happens by accident. If you don't have enough maintenance funds in your harvester or houseit will burst into flames and go away in a few days.
GhOsT767565634765 wrote:
lets guestimate 900 architects per server each making things for the other 3,100 people and themselves
You think that 25% of the players are architects? Do you know how many professions there are? Even accounting for multiple professions, there are most certainly not 900 architects per server. If there were, why was it so f'ing hard for me to find harvesters when I was starting out? I was a novice architect and had to scour the galaxy looking for a shop to buy high level medium minerals. There's plenty of business for those that want it.
I also do lots of high-end furniture - the glass tables, sofa chairs, curved couch, and some of the white furniture. That keeps people coming through and builds my rep. And *crates* of torches just fly off the vendor.
My bank balance fluctuates quite a bit, between selling an order for 10 fusions to turning around and buying a batch of resources from an architect quitting the business. But over time it has been steadily increasing.
Would be nice for some kind of decay on harvesters say 1% of a weeks usuage on the condition so the maintenence cost a bit more each week of full use of a harvester. then they'd think "**edit** it's cheaper to buy some new harves after a few months"
Just a wild idea don't torch me
I dont know.. the whole concept on Critical fail with architects was harsh enough, sure. However we have to be clear on this. We are building permanent structures, and in the real world they cost a lot more than a hand gun.
Hand gun 2000 (if that) vs House 50K-1Mil ... BIG difference, I am not stating we should follow the real-life scenario but more to the point its permanent structures we should be really careful.
I fully agree with having us able to craft factional bases and turrets, but it should be a factional ability, something like this.
Available schematics from faction recruiter: small factional base, medium factional base, large factional base, small turret (type), medium turret (type), large turret (type)
Also, turrets should require components from weaponsmiths, ie small turret laser cannon, small turret ion cannon, etc... And armorsmiths should be required for the making of turret armor. That way we all have a reason to advance in our faction (costs for small base/turret around 3kfp, medium 5k, large 9k) and weapon and armor crafters also have factional requirements for thier parts. It keeps us all working together and constantly rebuilding the bases that are being destroyed. If also gives people like me, pure crafter, little combat, a reason for choosing sides.
This would not only stimulate our buisness, but it would also get the GCW going a bit better, as the crafters on each side would need to build faction for the schematics of various components of the bases and turrets.