Architect Archive

Thread: All Terain Harvesters ..

Curxcha
Sat May 01, 2004 11:23 am
#40

Oh, and it gotta fit for heavys and mediums. or 2 types, one type for each.



_______________________________________________________________________________________
- Curx Curxed; Imperial Colonel, Master TK, Master Swordsman and Master Brawler (Ex MC and MCH).
- Cur Curxed; Master Artisan, Master Merchant and Master Architect.
- Curxed Industries; Housing, Harvestors and Factories
- Curxed Mining Corp.
Huntercrom
Sat May 01, 2004 10:57 pm
#41

Figure it like this, this was my original idea on it anyway.


Item: Harvester attachment


Abilities: To allow the placement of a Harvester on a rough or hilly style terrain, to include mountainous terrain and in the future, water.


Purchase Point:


1: No additional lots taken up


2: Bought individually or by the crate: Yes we would require them to be crated up in the factory unlike our OMU's currently are


3: One time use: When added to the harvester it will allow the terrain to become level when the harvester deed is used, like placing a campsite, however, when the harvester is taken down and back into deed form, the attachment is no longer useable and is destroyed. No damage to the harvester.


4: No additional credit or power cost: This is a freeby so to speak, if we increase the cost of the harvester in either direction, it will take away from people wanting them. Unless of course it increases the credit or power cost by maybe 10%, which I find viable


5: Not to expensive to make or sell or buy


________



Now then, all this 'attachement' will do is give the game the coding for allowing the surface around the footprint to level out, like a small campsite would do. This enables the harvester to be laid on that area.


Selling point: These 'attachments' would come in 3 different sizes, as some people only harvest what they want or absolutely need, they have personals still, so you'd have to cover that base. Some people live with BER 10 Mediums and wouldn't touch a large to save their life, so that base would need to be covered. And then there are the power harvesters, the one's that have all their lots available plus about 50 other characters/friends lots, so they use Large Harvesters to get all they can out of a vein or area. These people need their own size attachment. Seeing this, we wouldn't be able to have a one size fits all attachment, or it would be a fruitless venture on our part. What we want to be able to build is 3 different sizes of harvester attachments, that way we can take care of the whole field and be able to feel like we are actually doing something other than, " Oops, it's time for me to make a factory run of attachments again."


If we could do this, and the Dev's accept it, I think that we'd be alot happier with the extra business, the customer base would be happy because they can get that extra % that a hill/rough terrain/mountain has taken away from them.


Just a thought, and a little added clarity on the subject from my point of view.






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Cafa
Sun May 02, 2004 3:56 pm
#42


Carrying this a little further...



I was discussing the whole issue with my family members that play and the thing that struck me most is the range of platforms that started to come up.


Per se, there could be a water platform, a mountain platform, a swamp platform, a sand platforrm, a NO BUILDING ZONE platform


Also, each platform, or rig, would be only usable to a specific harvestor.


By my count, that's potentially 30 one-use items that architects could make, people WOULD BUY, and it would be viewed as an enhancement vice another credit drain. In addition, I would make the footprint ONLY for mediums and heavies. Personals just do not make sense in this issue to me.


Fivo Asia


Message Edited by Cafa on 05-02-2004 04:02 PM



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

GogoDodo
Mon May 03, 2004 10:27 am
#43

Some of the stuf mentioned here has given me an idea. Currently Candles and lamps have a lifespan. Why not do the same for Mining components.


This AT harvestor is a good example, you place it, it runs for 7 days then shuts down, the harvesting module expended. You pull the harvestor, bring it back to an arch who applies a new or different mining modules to it (changing its harvested material/ber) and off you go to place it again.



G





Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
ZapatoGrande
Mon May 03, 2004 6:10 pm
#44



Skyfish and Gogo T. Dodo have come up with some great ideas. With GogoDodo's idea, I would modify it to say the customer can replace the extraction device inside (remove the part about having to visit an architect) and fire up the harvestor again. This is similar to replacinga worn out drill bit.


Terrin






______________________________________________

Alaina Crestingwave
President and CEO, Galactic Mining Corp.
GMC Harvestor Vendor
Shadow Stone Mall / Dantooine (-1578 -5614)
______________________________________________


Cafa
Mon May 03, 2004 6:35 pm
#45

Dunno about you, but my 0 lifespan lamps and candles work just fine



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Darthdarklord
Tue May 04, 2004 10:43 pm
#46






FoPJester wrote:

I want a recount! Sorry, just slipped off my tongue...


Seriously. If I got the discussion right we are thinking about a harvester that is being set up, operating for seven days and shutting down afterwards.


We should also consider resource spawn cycles. Once built, will it still be operable as far as a change of the harvested resource is concerned? Imagine our fine "AT-Throw-Away-Thingamajig-Harvester" being set up on a 95% ore spot (sure, that's scifi, but let me stick to my dreams...)and the resource disappearing 12 hours later. That would make one annoyed customer.


Should the owner be able to change the harvested resource after "initialization"? Could changing the resource after set-up be an optional component during the crafting process?









All-Terrain Harvesters...


These would Share the same resource requirements as the current Personal Harvester Plus two new Componants..


My idea: The harvesters take up 2 times the resources as a personal Harvester Plus to simple Componants.


Max BER at 100% expirementation would be BER11


My idea: Max BER at 16.


These would have 1 cell Placement and could be placed on any terrain grade except faces of cliffs or almost vertical drops.


My idea: They would have 2x2 cell Placement and could be placed on any terrain grade except faces of cliffs or almost vertical drops.


Once placed and activated these will Only operate for 7 days. And only option will be to destroy it after 7 days. (and remove all power and maint money) . Options will be to Redeed the mine or destroy it. (but after the first time the mine is deployed the mine will count down its 7 days even if its in you back pack). Maitance would be equal to our medium harvesters now. Hoppers would be equal to Mediums Now.. This would do two things for us.. Help us tap some of those great veins that always seem to find the mountains.. And Give us a great renewable resource.


I think with these options the mine would be worth the cost to make and run for 7 days.....If the mine is only going to have a life span of 7 days the BER must be high enough to be worth the cost to dispose them.


But then again some people will not want to bother with disposeabel mines. So in this case we have to make the regular mines less appealing to the person buying it.


If you could mine a location at 80% on a mountian at 16 BER but for only 7 days people will want to buy them....but if they only mine at the same or less the the regular mines then people will not buy them often.....




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BoberFett
Wed May 05, 2004 10:38 am
#47






Dvnce wrote:

the goal is that we dont want to make a replacement for our normal harvesters.. but we want to create a market for when the plunbum (sp?) Iron with 900 OQ and 900 conductivity hits a server and the only 40% plus vein is in the mountains there is a harvester available for it.. and when everyone and their grandmother wants to mine some of this priceless resources they will buy these instead of buying our mediums for 40k .. mine for 7 days then resell their used harvesters for 15k ..





Plumbum is capped at 100 CD.


But I get what you're saying.
Lecivius
Wed May 05, 2004 1:34 pm
#48

As a thought, the Platform idea would be less expesive for SOE to develope, and therefore more probable thait it would get implimented. I see it as a code change, where a new harvester will need new artwork too, therefore more expensive to develope. With that in mind, I would rather advocate one time use platform mod, only available to masters.



Vendor at 3054 2811 Naboo, East of Keren
Cafa
Thu May 06, 2004 9:12 am
#49






BoberFett wrote:





Dvnce wrote:

the goal is that we dont want to make a replacement for our normal harvesters.. but we want to create a market for when the plunbum (sp?) Iron with 900 OQ and 900 conductivity hits a server and the only 40% plus vein is in the mountains there is a harvester available for it.. and when everyone and their grandmother wants to mine some of this priceless resources they will buy these instead of buying our mediums for 40k .. mine for 7 days then resell their used harvesters for 15k ..






Plumbum is capped at 100 CD.


But I get what you're saying.






Yeah don't get a Weaponsmith started on the Plumbum debate! I remember when some dev made a comment like that, "for example, if Plumbum is 600 conductivity....". I thought the WS's were gonna jump through the screen and hang the guy! LOL


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Fneegan
Mon May 10, 2004 6:43 am
#50

A little late (as usual). I didn't voteIdon't think I know how. Do I just reply? I may have to read the FAQ afterall.

I kind of like the idea. Maybe, with the intro of player cities, there's lesser and lesser flat ground to place harvesters and having the ability to place them on slops would be kewl.....I'd always carry a crate of those components in event.


I'd like little floating harvester rafts too.....lol So, we can float harvesters in lakes...lol...kind a like an oil rig eh.


I don't understand why my survey device picks up a high concentration in the middle of a lake for anyway. SInce it does, well, lets have the ability to place theharvester on floats too....now that be kewl....little red and white floats.......

FreakbyNature
Wed May 12, 2004 8:10 pm
#51

After reading all 3 pages. I have to say I do like the whole attachment to an harvestor that is temporary. What they can make is a landscape leveler. For example lets say a Heavy has a footprint as such XXXX

XXXX


You want to place on a piece of landscape is that has a footprint like this X11X Numbers indicting amount of "feet" higher then the lowest point of the footprint.X11X


You would need 4 landscape levelers in order to place the heavy on that spot. For every increase you would need a leveler.

This would generate a new source of Income for Architect. Since it will several of them, they can make it cheap and affordable. For both sellers and buyers. Say it takes 100 units of whatever resource to make. At 3cpu it would cost 300 per leveler. Affordable and cheap to make. Crateable to say 50 for bulk buyers.


Ofcourse they can place restrictions... say 8 levelers max per harv. Also a 3 "feet" max to place a heavy.
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