Architect Archive
Thread: Make walls not require subcomponents
I think the major unbalancing effect would be that given a pile of resources andenoughcrafting tools you could probably make master architect in something around 40 minutes.
A 3000 Resource Unit wall is worth 6000 XP. It takes 1,408,000 xp to make Master Architect. Assuming one wall every 10 seconds, it would only take 39.11 minutes of grinding to get from Novice Architect to Master Architect. Having to make stupid little SMs is unfortunately at least important in principle. The caveat is, of course, that Generator Turbines are 2900 xp and one could still grind to master architect in 3-4 hours if they had enough resources. Yet, Gen Turbines require much greater resource variety than walls, and they are not the fundamental building block of all large architect structures. On top of that, grind-produced GTs can't even be used inmost structures, whereas ground walls can be used in most things. Oh yeah.. and did I mention that the "pile of resources" needed (for a 2000 ore, 1000 metal wall) would only be 469k Ore and 234k Metal? Yeah, so anybum who can find resources at 2.5cpu and has 1.76 mill credits lying around (which is a *lot* of guys) can be a Master Architect in 40 minutes! He/She can just walk up to the architect trainer, mash away for a bit, and still catch the 5th shuttle to come by.
/disagree
/dontsign
As a master, yes it is a pain in the rear to make the structural modules and then the walls. But without these extra components leveling to master would be impossible.
Ropock wrote:
the only thing you're missing ...
You forgot that he missed the part aboutgetting from Novice Architect to Master Architect in under 40 minutes.
/disagree
There are balancing aspects to subcompnents I like: If the labor of making them is beneath you, buy them from someone else. Gives the hungry architects something to do. Otherwise, use a factory and put up with the wait: Everything has a cost.
Also, if I crit fail on a non-subcomponent "Wall", I lose tons of resources and get no XP. If I make subcomponents first, I get XP for each, so a failure on the final build isn't a total loss.
Keep the subcomponents!
The merchant tent, is a tent... so it makes sense to use hide, even though it's a structure. See: Scout ![]()