Architect Archive
Thread: All Terain Harvesters ..
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.
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
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
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
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.....
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 ..
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.