Architect Archive

Thread: All Terain Harvesters ..

sour_lukey
Fri Apr 30, 2004 7:59 am
#27

My 2 credits....


This particular thing would be virtually useless to me, and I would personally find the mall to be more valuable to the whole SWG community. But as I missed out on the vote (Should've payed more attention to the forums!), I guess its too late... oh well.




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Xohamz
Fri Apr 30, 2004 8:56 am
#28

Voting done or not, the platform is the better idea in my opinion. It just seems more useful to place a low cost platform rather than a high cost harvester (assuming a lot about what resources would be used). You could sell the platforms to everyone that already has harvesters. People that already have harvesters may not want to incur the added costs fot he new proposed ones and just live with using their current ones. It seems like we are significantly increasing the cost of harvesting this way.


I'd also like to extend the idea to include building the platforms on water. Like an Oil Derrick on the ocean. A few times out of curiosity I drove out on the water and found decent concentrations out there. I think there would be a serious cool factor to that too.


One person suggested the platforms take up lots. I would really prefer they did not. Maybe you can only do one at time and it is big enough for say 4 heavies; a sort of specialized lot? It would be nice not to burn upone lot on these.


To simplify things for the developers, the platform could vanish as soon as the last harvester is removed. That is not too different from when houses are pulled up or camps timeout.
ZenDragonMLS
Fri Apr 30, 2004 9:48 am
#29

As I said earlier, I think that an attachment / powerup / whatever idea has more merit than a new structure. It should be easier to do from a development standpoint. Serious miners will always have a crate of 10 with them and use them appropriately. I wouldn't screw with making them for water - too many other things have to change in terms of game mechanics (right now you can't survey or shoot or anything in water). Go with a simple idea that can benifit a segment of the population (miners, high-volume crafters) easily, makes sense in both existing game mechanics and some logical relationship with the physical world, and gives architects a renewable income.

BTW - I would advocate that this powerup be useful on *any* harvester - I think if you exclude heavies then the idea is completely worthless. Personals are much easier to place in rugged terrain, so would rarely benifit from this. Most people serious about mining resources only carry heavies - I'd hate to have to carry a crate of these powerups AND a batch of mediums for the day when I need them. Frankly, I think that they make the most economic sense with heavies - using them with mediums might make sense for "godly" resources but we want the price to be high enough such that people actually need to choose to use them. If 99% of the people use them 99% of the time, then that may be great for architects but at that point why not just build the functionality into the harvester in the first place. I think what you want is for these to be used 20-40% of the time.



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d0qtrX
Fri Apr 30, 2004 11:54 am
#30

The empire can destroy entire planets butwe can't place an ore harvester because there's a rock or a chuba lair, or a little mogulin the way...


It's just wrong. RELAX the terrain restrictions on harvesters, the way you did on houses, devs. Please!


Pawlin
Fri Apr 30, 2004 12:50 pm
#31






Bandola wrote:




1. Why not have NO MAINTENANCE requirement?




Harvester maintenance is probably one of the larger money sinks in the game right now. I think the game lacks enough money sinks as it is. So I don't think SOE will want to remove harvester maintenance simpy cause it would remove that large money sink. It would be too good of a deal for customers so they'd probably use them almost exclusively, the net effect would be a lot.




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MrMon
Fri Apr 30, 2004 12:55 pm
#32




About the AT-harvester I'd like something like this:


- 1x1 footprint at ½ lot cost (please, think about architects with only 1 account with a meduim home -2 lots- a small warehouse -2 lots- and a structure factory -2 lots-).


- Max BER 10 (when experimentation results on effectiveness go beyond 75%). Using 1 Ore Minning Unit in the crafting process.


- No power mantenaince (I like the idea of using some sort of batteries in the crafting process)


- 1 week lifespan, with no possibilities of redeeding.


- Cost mantenaince of 5K for the whole week.


- Big hopper size (about 75K) that should need 2 small structure storage module in the crafting process.


With this components, I would sell it for 10-15K.


That would mean 15K (sales price) + 5K (cost manteinance) / 75K (total resource harvested)= 0.2 cred. per unit of mineral, more or less as it is now.


And regarding the attachments for the existing harvesters, wouldn't it require redoing the code so they have some kind of "sockets" like clothing?. If this problem can be solved then I have a new idea:


Ultra-deep core minning


This would be one attachment suitable for all types of harvesters which increases the % of the mineral vein in the terrain. It could be made from a Ore Minning Unit, a Manufacturing Mechanism and some metals and, when experimented to its maximum, it could increase the vein in, say, 10% (obviusly, if you are minning in a 92% spot you won't get a 102% using the attachment).


It could be sold for about 5K per unit, or in crates of 20 for 100K.


How about that?




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CPark
Fri Apr 30, 2004 7:10 pm
#33

I know it's a little late, but I come down on the side of a terrain leveling powerup -- however...

Terrain leveling is hard because it makes changes to terrain that -- I believe -- have to be pre-loaded. So you can't just "put up" a structure on leveled terrain -- all the other players' terrain hasen't been leveled.

But there's an opportunity in that -- a terrain leveling kit that takes a full day to level terrain before it puts the harvester -- or any other building -- on it. Until the change can be propagated the "building" animation could reserve the spot. Perhaps existing game mechanics for terrain leveling could be leveraged to make the coding easier. And having to wait would keep it from being used frivolously.

So -- building on the ideas presented earlier -- the kits would look like this...

Resources: 1000 LGO for the base, 500 metal for the reinforcement
Specs: Unit Toughness for the size of the structure it will support, Malleability for the slope it will level.
Experimentation: Four steps of "squares": 1X1, 2X2, 3X3, 4X4 -- Four steps of slope beginning at the "natural" maximum slope of the structure. But since I don't know how slope is managed in the game I can't judge how to adjust the steps.

Any structure can be built on leveled ground -- the structure is "powered up" before being placed. On redeed, the powerup expires.
ZenDragonMLS
Fri Apr 30, 2004 8:29 pm
#34

BTW - the terrain leveling stuff is done totally dynamically. Just go find a steep slope and pop a scout camp sometime and you'll see. It levels it right then and there and it stays terraced till you drop the camp. In fact, it feels so level and natural sitting there in camp that it is sometimes a bit of shock to drop the camp and all of a sudden be back standing on a cliff.

Similarly, watch what happens when an NPC "base" is spawned on uneven ground - exactly the same type of leveling occurs.



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

CPark
Fri Apr 30, 2004 8:41 pm
#35

Thanks ZenDragon, that's good news about the leveling. I thought I had read -- sorry I don't have the reference -- in posts from the dev team that there were problems leveling terrain for buildings. I got the impression it was because of pre-loading terrain. Without that impediment a leveling kit is even more likely if we want to go for it.
Huntercrom
Fri Apr 30, 2004 9:20 pm
#36

CPark, that's the normal Dev cop out for not wanting to add something beneficial to the game, that way they can eventually put it in the game to keep us happy while they overlook other bugs.


They can make these powerups/attachments what ever, act just like the tent code so you can actually place your harvester in an area, and voila' instant flat terrain. This I think and hope is viable enough that we can actually get this put into the game. I know I'd love it.





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Skyfish
Sat May 01, 2004 9:22 am
#37





Reading here because I'm considering becoming anarchitect. I don'thave the perspective of an experiencedarchitect master, but I have a perspective that maybe helpful, that of someone who hasbeen a customer to many architectsfor the past 8 months. Accomplished everything I wanted to as a weaponsmith - whichis only relevant because itinvolved arelentless(successful) quest for resources, and that means harvesters.




Iwould not buy asmall-footprint, high BER, small hopper, self-destruct harvester. Ever.




I won'tbuy a harvester that'll stop working no matter what I do. Not when I already possess -or can buy- harvesters that I can maintain. Even if the doomsday harvesters have some bells & whistles, I'll stick with mydurable ones.




As a customer/crafter, high BER+ small hopper= major detractor. I don't like how much I have to babyist my harvesters already. Forcing me to do it more would ensure I won't buy that harvester.



Unlesscurrent harvesters are removed from the game, Iwould never buyone with the combination of features suggested in this thread. They would only make resource gathering a pain for me.

You're trying to envision a viable product, so think like your customers: When you are mining steel and ore for your own crafting,do you want a harvester that you have to emptyeverytwo days, andyou unavoidably loseafter a week?If the dev's give you this thing to make, will you use it yourself? If your answer is, "No," your customer's answer probably is, too.

HOWEVER


The add-on/powerup concept and the buildable platform concept are both attractive to me as a customer. Ifavor the powerup idea.


Having the platform take up a building lot would reduce the number of people willing to use it, but maybe not too much. I myself would notend upusing it, as I need all the lots I can get for active harvesters.


Actually, I could see the platform implemented as a powerup.There could be several potential powerups for harvesters...

(1) Rough terrain platform,

(2) Increased BER (one point should be enough - I'd buy them),

(3)Increased storage (hopper size),

(4) Increased efficiency (decreased power consumption),

(5) Increased stability (decreased maintenance cost).


Thing is, there should definitely be a significantlyincreased cost (on top of buying the powerups themselves) associated with gaining these bonus effects. I could see the first four increasing the maintenance cost, while the fifth should increase the power consumption - a whole bunch.


As with weapon powerups, only one should be able to be applied at a time, and there shouldbe a time limit after which the powerup poofs along with its effects. (7 days, or when the harvester is pulled up)


I myself have never once agonized over findingavein thatled me to a mountain range. If I can't get at it with a harvester, nobody else can either, so in my reckoning, that part of the spawn just doesn't exist and doesn't matter. I either take what I can get a little lower down, or I just go afew thousand meters away, and end up finding an even higherconcentration at a buildable location.No skin off my nose. A new type of harvester that's specialized for bad terrain just wouldn't matter to me. Plus, I already own 40+ harvesters of varying types and sizes. Add that to all the resources I have had to gather (architect is certainly not the only professionnecessitating millions of units andmany hundreds ofcontainers of resources), and I sure don't want more harvesters to keep track of for only a very limited use. I'llhappily make the extra search for another spawn location.


I am not a programmer.I don't know what would be easiest to code.

I am a customer.I know what I'd be willing to pay for, and what I wouldn't.


I would ignore the specialized harvesters like I ignore lamps and candles. Never suffer in my crafting, and never think twice about it.


I'd buy the add-ons/powerupsall day long, and twice on Sundays.




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ZenDragonMLS
Sat May 01, 2004 10:44 am
#38

Great comments, Skyfish - thanks. Yes, it's easy to look at this from the perspective of "what do *we* want?" but that path leads to ruin (ask any engineering-driven startup that flames out ).



Chilastra: Mikka R'zrPoint, Spy (Master Ranger/Master Pistoleer)
Chilastra: Zalle RazorPoint, Trader:Engineer (Master Architect, Master DE, Master Shipwright) - vendors just north of Theed at -3858 6181
Test Center: Rikka R'zrPoint, Master Artisan, Master Architect - showroom just south of Theed at -5370, 3139

Curxcha
Sat May 01, 2004 11:22 am
#39

Plattform. Disposable. Once placed it cant be redeed'd. NOT a miner!


My 2 cents





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