Architect Archive
Thread: Schematic Costs
Bolerro wrote:
Also, as to being able to see the stats while experimenting, that is rather easy to figure out. Many company's use sophisticated technology to simulate the effects of different items. Heck, chemists can now take different molecules and simulate what would happen if they were introduced with each other. In SWG, were talking about an advanced society over our current world. So trying to say that you need to have a prototype fully manufactured to figure out effectiveness is not a valid argument.
Suchsimulations are used in the early phases of design to rule out certain designs or suggest improvements to current designs. No one sells a product that hasn't been physically tested; it simply isn't safe. R&D has material costs, however you do it.
Like I said, I don't like to get into real-world comparisons. The in-game reason has already been stated: if there were no costs, then you would see nothing but top-of-the-line everything. Everyone else would essentially be hit with the same plague as Architects are now: no differentiation in product quality. Monetary cost isn't reasonable. As someone else said... just buy the resources for the schematic. That's your monetary cost. If the resource is rare, so be it. It's going to run out anyway.
Yeah, this is kind of a different issue, but related to that:I could handle allowing *subcomponents* to be salvageable from manufacturing schematics. I still think the raw resources should be used up, though.
Bolerro wrote:
Also, one other thing I forgot to point out. Once the fix is in place for schematics where you can't do any over 100, this will probably be another good reason as to not lose resources while making schematics.