Architect Archive

Thread: Extraction Rates and Storage Capacity

Humdoros
Sat Oct 11, 2003 9:25 pm
#40

Yes, I can verify this as well.


The day after the big patch I madesix rate=10 heavies, and the next day thefive in my inventory reverted to 7 and the one that I had placed remained a 10.


Tinkerer




Tinkerer
Retired Master Shipwright
Founder, RennTech Guild
Retired RTECH Mayor and Guild Leader
Force Sensitive since December 2003
In Cryogenic Freeze December 30th, 2005
Ellmaster
Sat Oct 11, 2003 10:06 pm
#41

Can anyone confirm that the ONLY things that effect the mining rate is the sub-components that can be experimented for effectiveness? Also because most items are all based on durability, making walls and structural modules using crap ore should be fine correct? The only good ore needed would be for the ore that is in the final combine, which would go towards hopper size. Can anyone confirm this?


Most of us that have old crap ore should be fine...worse case scenerio, put it tru the factory and call it "house walls" and just use it for houses and PA halls.





Relcan
Master Architect

Relcan's Deeds and Furniture, supplying anything and everything from torches to PA Halls.
South of Mos Espa, Tatooine (-2000, 1000)
DrakeOlis
Sun Oct 12, 2003 4:36 am
#42

I would like to report I made a Heavey Miner Today and this is what I got.



I used High end ore and Steel and better than average Copper, Alum, Chem, and Gas.


I Experimented Every Piece


I ended up with 135k Storage and 14kg




Drake Olis --- Questing for FS and BH and happy as can be
Gnomepunter
Sun Oct 12, 2003 9:04 am
#43

I can make mediums with 7 extraction rate simply by using 900+ UT steel in making the light ore mining unit and experimenting on it. That's the ONLY thing I did. No other special resources used. I used the same stuff I used to make everything else lately. Only hting I did different was the high UT metals used in the light ore mining unit and experiement on it.
Lenaa
Sun Oct 12, 2003 6:51 pm
#44

Phlay,


I wonder if you would get up to a 11 and 8 (respectively) on the harvesters if you broke 900 average quality for the ore units. (Its only 890 when you combine the materials you used). Did you have any gas slightly higher in quality so that it would end up over 900 combined?


And when you made the actual deeds, did you use the highest quality materials you had available (UT wise, that is) or just use them in the ore mining parts?

Kyreal
Sun Oct 12, 2003 9:48 pm
#45

what ALL of you dont understand is that we are dealing with the most resource intensive profession in this game.


Quantity the architect covets more than anything because heavy harvesers/houses use up your supply faster than u can mine it or buy it, unless ofc u have a PA backing you and supplying u with lots to drop your harvesters down with. (or for you kids/people that have 2 much fkin money on your hands and are willing to buy multiple games and have multiple accounts, which imo is your choice ofc, but to me is just a waste of cash. No game is worth spending 100's of dollars on just to do well in).


Experimentation without the correct points is just 2 much of a risk with 30k plus resources. No small time architect will be able to afford any crit fails on his wares and be able to stay in the business for long. All this change does is once again make this game only for Power-players. A real shame tbh, sad but true.


I play for 1 of the biggest PA's on Naboo on the Eclipse Server. i have 20 plus harvesters that i run consistantly just to make the bare minimum of what my PA needs, let alone if i try to sell to outsiders. I waste countless hours searching for resource veins every 2-5 days (depending on the FKING ANNOYING GD random shifts ----- Why cant u developers make a 1 time a week shift on a Saturday or something ffs)


The last thing an architect needs is to be thrown in with the Weaponsmiths/Armor/DE's that rely on quality to survive. they dont have to spend anywhere near the amount of resources to make just 1 item. they can run factory runs of their wares and make a killing while only needing 2 percent of what an architect needs in resources.


If they keep this change in, which i hope they dont, i guess ill be surrendering my skills and possibly comtemplate just canceling my account because the Combat system is a fking joke as u essentially need to have a pet just to play PvE.

Anchmed2
Mon Oct 13, 2003 12:31 am
#46

Schematic Ore Mining Unit - experimented upto 63% eff


made with:


Pape Duralloy Steel : UT 964


Culsion Inert Gas: OQ 820 ( tried other gases and they had no effect from my observation )


This was the only subcomponent experimented on:


Hvy Mineral Harvester resulted in -


Base extraction Rate : 10


Base Storage Capacity: 112828


Experimental Storage : 25% - good success brought it to 121578 for storage


----------------------------------------------------------------------------


Schematic Light Ore Mining Unit - experimented upto 62% eff


made with:


Quadirepadeite Carb. Steel: UT 939


Culsion Inert Gas: OQ 820 ( tried other gases and they had no effect from my observation )


This was the only subcomponent experimented on:


MedMineral Harvester resulted in -


Base extraction Rate : 7


Base Storage Capacity: 56366


Experimental Storage : 25% - success brought it to57678 for storage


---------------------------------------------



Phlay




Phlay/Esou
Bloodfin
Dantooine, Dark Hold
Vendor: -7000 -1475
Vigeant
Tue Oct 19, 2004 3:36 am
#47

experimented all with the best ressources i had for fusion.


Result is 16KG/h and 127k storage so yes only mining ore matters.


It seems you gain 1 per 20 % on ore.


So to make harvesters with +3 from base ya need ore 60%+




Vigeant
Master Armorsmith
Nerfed Jedi Master
SWG Beta Paying still cancelled.
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