Architect Archive
Thread: On Going New Structure Idea Thread..
GogoDodo
Mon Jun 07, 2004 5:41 am
#79
Yea, bring back the miner and some associated structures with that.
G
Kharn_JB
Mon Jun 07, 2004 8:27 am
#80
Just throwing out some ideas:
-Off shore harvesting platforms to get to those high concentrations stuck in the water
-Heavy Mining facility (not installation). Half house half harvestor.A static immobile harvesting facility, but one that has a really high BER like 40 maybe?
-Refinement facilities. not entirely sure on what these would do in the end, but I was thinking something along the lines of having one of these set up over a resource concentrate and set to refine that concentration, it will gradually increase the concentration amount over time. for example, putting a refinement facility at a 70% concentration of a particular mineral for a few days would increase the concentration to 80%. The harvestors wouldadjust accordingly and harvest more due to the increase. Failing that, the facilities could have a radius effect of giving a bonus to harvestors harvesting a particular resource type as to the type selected to be refined. The bonus could be a 20-40% BER increase for that specific resource.
bluejanus
Fri Jun 11, 2004 4:29 am
#82
Well hopefully in the future as they expand the surfaces of planets (they are doing this right?) there might be a point to having bodies of water. Like creatures in the water. We should be able to make docks, shipyards, boats and assorted marine type things.
Splutty
Fri Jun 11, 2004 6:56 am
#83
Some ideas for harvesters.
- Underwater harvesters (mentioned before, or like it), but could be done, if cojoined with tailor's diving suits 
Nothing much that needs to be said about this, reallyJust a form of harvester that can work underwater. Either drop it from a vehicle, or go there in a diving suit, or whatever. Probably lower max BER than normal land harvesters, but at least you'd be able to get to some specific things.
- Automotive harvesters (Pay energy, quite a lot of it, to have the harvester actually come fly to you)
Use a control unit to 'place' a harvester somewhere, then have it use up energy roughly equalling the redeed cost plus then some for it to come flying to your place and settle itself. This would have to be a totally new structure, of courseThen again, that's what this whole discussion is for.
- Sampler harvesters!
Plop down a 1 lot structure that takes a sample of every resource available in that spot. Don't have it actually store it, but just list it all. Takes a while (of course), but at least it would take away a lot of the micromanagement, and wouldn't make everyone totally dependant on things like swgcraftI've been trying to write a macro for this, but since 'harvesterSelectResource' doesn't actually seem to be doing anything useful, I've given up on it.
- Linked Factories
Make a new structure where you can place factory deeds, or some sort of structure where you can build tunnels, or anything like that. (3 lot baseplan where you can put 3 factory deeds in and tell it which factories to link). Explanation of 'linking': Make it so one factory can use the output of another factory as the input of itself. For DE: Factory builds gp modules, other factory builds mem modules, Factory 3 uses outputs from factories one and two to build droid brains.
You'd still have to pay for the lots, you'd still pay maintenance, you'd still have to make the initial schematics, but at least you don't have to do stupid drag and drop work from one factory to another.
I'll leave it at this for now..
Mad.
Kdr_Kane
Fri Jun 11, 2004 9:29 am
#84
Just a dream and not likely to ever be done!
For the miners out there:
Name - Combination Resource Accumulator Plant
Skill Needed - Master Architect
Complexity 45 - Requires Specialized Crafting Tool and Private Crafting Station
Lot size - 1
Redeed cost 4500
Maintenance per hour - 90
Power/hour - 75
Footprint - same as a Structure Factory
Resources collected - Selectable between Mineral, Chemical, Floral and Gas
Skill Needed - Master Architect
Complexity 45 - Requires Specialized Crafting Tool and Private Crafting Station
Lot size - 1
Redeed cost 4500
Maintenance per hour - 90
Power/hour - 75
Footprint - same as a Structure Factory
Resources collected - Selectable between Mineral, Chemical, Floral and Gas
Load-bearing Frame
Requires 1400 units of Steel
Body Shell Structure
Requires 1200 units of Metal
Body Casing
Requires 3 Wall Modules
Structure Foundation
Requires 1600 units of Low-Grade Ore
Bore Mechanism
Requires 8500 units of Metal
Plant-handling System
Requires 200 units of Metal
Ore Storage Tank
Requires 4 similar Wall Module items
Liquid Storage Tank
Requires 4 similar Wall Module items
Bio Storage Tank
Requires 4 similar Wall Module items
Gas Storage Tank
Requires 2 similar Wall Module items
Boring Mechanism Buffers and Bushings
Requires 1250 units of Chemical
Power Supply Unit
Requires 4 identical Generator Turbines
Resource Storage Unit
Requires 10 identical Small Structure Storage Modules
Ore-handling System
Requires 2 identical Ore Mining Units
Chemical and Gas-handling System
Requires 3 identical Turbo Fluidic Drilling Pumps
Plant-handling System
Requires 2 identical Heavy Harvesting Mechanisms
Requires 1400 units of Steel
Body Shell Structure
Requires 1200 units of Metal
Body Casing
Requires 3 Wall Modules
Structure Foundation
Requires 1600 units of Low-Grade Ore
Bore Mechanism
Requires 8500 units of Metal
Plant-handling System
Requires 200 units of Metal
Ore Storage Tank
Requires 4 similar Wall Module items
Liquid Storage Tank
Requires 4 similar Wall Module items
Bio Storage Tank
Requires 4 similar Wall Module items
Gas Storage Tank
Requires 2 similar Wall Module items
Boring Mechanism Buffers and Bushings
Requires 1250 units of Chemical
Power Supply Unit
Requires 4 identical Generator Turbines
Resource Storage Unit
Requires 10 identical Small Structure Storage Modules
Ore-handling System
Requires 2 identical Ore Mining Units
Chemical and Gas-handling System
Requires 3 identical Turbo Fluidic Drilling Pumps
Plant-handling System
Requires 2 identical Heavy Harvesting Mechanisms
Wright_left
Sun Jun 13, 2004 10:11 pm
#85
Hmm. Yeah, I wouldn't mind a new type of harvestor either. Thought ten lots is too much because you couldn't have a home too, so maybe just eight. This would cut down on the number of harvestors crowding valuable spots.
Maybe not something so grand. I'd settle for just a two lot sooped up harvestor. A ber of twice a heavy, but take up the same space.
Though, if the harvestor platform goes through, there will be less crowding around the good spots.
Anyways, there are a lot of good ideas here, but have the devs said anything about giving us new structures anytime soon? I havn't heard anything, but maybe I'm reading the wrong threads.
atat9619
Mon Jun 14, 2004 4:32 pm
#86
A little upgrade for the fighting arena.A betting system,ticket required to watch contestants,if a fighter who sign-up to fight log offs for more then 10mins he forfiets the match,and a reward system for winner.
HSOwner
Tue Jun 15, 2004 12:39 am
#87
What ever happened to the majorly high BER extractors? I'd like to see some BER 26's again.
bluejanus
Tue Jun 15, 2004 12:18 pm
#88
Since we're dreaming here, how about architects craft Golan Defense Platforms? That would be nice jump into the GCW.
Di-Kiem
Thu Jun 17, 2004 6:07 pm
#89
University Structure: If placed in a level 4 or 5 status city, all practice crafting done in the building will yeild 10% - 15% more XP. For example, if a level 4 status city, it will yield 10%, while being in a level 5 status city it will yield 15%. In addition, while crafting in this structure, you will get both assembly bonus and experimentation bonus (lower risk not extra points) when crafting. This will be a great asset to charge entrance fee on to help fund the city.
Removal of elite trainers from NPC city and thse trainers will all be part of the University structure automatically upon placement.
BioDroid
Thu Jun 17, 2004 6:31 pm
#90
Di-Kiem wrote:
University Structure: If placed in a level 4 or 5 status city, all practice crafting done in the building will yeild 10% - 15% more XP. For example, if a level 4 status city, it will yield 10%, while being in a level 5 status city it will yield 15%. In addition, while crafting in this structure, you will get both assembly bonus and experimentation bonus (lower risk not extra points) when crafting. This will be a great asset to charge entrance fee on to help fund the city.
Removal of elite trainers from NPC city and thse trainers will all be part of the University structure automatically upon placement.
Could we possibly split this concept up into two different ideas. A University for grinding/skill trainers, and then possibly a Laboratory for the assembly/experimentation bonus?
Di-Kiem
Fri Jun 18, 2004 9:40 pm
#91
BioDroid wrote:
Could we possibly split this concept up into two different ideas. A University for grinding/skill trainers, and then possibly a Laboratory for the assembly/experimentation bonus?
Hmm, you have something there. Right out having those as part of the politician skill is kind of lame. Also, the master politician bonus of it is broken. I think having a building like that will have more people standing together crafting, more fun than crafting alone in your house.