Architect Archive
Thread: All Terain Harvesters ..
These would Share the same resource requirements as the current Personal Harvester Plus two new Componants.. Turbo Power Plant ( could be as simple as light power core unit) and Terrain Stabalizing Base (could be as easy as a Structure Module). Max BER at 100% expirementation would be BER11. These would have 1 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 structure so this can not be redeeded. Maitance would be equal to our medium harvesters now. Hoppers would be equal to personals 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 like the idea of selling add-on platforms for harvs instead of creating a whole new type of harvester. I could easily see myself selling these by the crate andmaking a nice profit as long as they don't require some weird resource which spawns once every 6 months and in a place where one cannot place a harvester. The only restriction I would like to see is that these won't allow placement on sheer surfaces (say a grade of about 75-90 degrees) as a harvester just sticking out the side of some mountain with the giant piston thingy pointing horizontally would just look stupid.
I like it just the way you have it Dvnce, but what about the foot print, if its the same same as a medium it really kind of cuts into the whole ideal of placing on rough terian, but then again if it was the size of a personel the whole moutain side would be filled, which may look nice but would not be very pratical IMO.
Maybe some thing in between.
Having hoppers sizes at thePersonal level will essentially make these units unviable. The whole reason to have these units is to mine that normally inaccessible 90%+ spot when all thats available as an alternative is a 70% (for example).
But if the hopper size is such that you will fill it after 2 or 3 days, then the extra travel time/opportunity cost, etc may mean that planting a normal BER13 or 14 on the alternate 70% spot makes more sense (especially taking into account the fact that the harv you placed on the side of the hill will poof after 7 days).
Also, getting 100% on the experimentation is currently impossible so the effective highest rating on these will be BER10. Even though the pricing could be kept low - the resources to build them so that you can experiment that high, will still price them up around 10k mark (rough est. based on a resource conversion cost of say 5cpu) to make. With the cost of normal BER10s going for as low as 15k on some servers, the one use "plant anywhere" harv will soon lose favor once customers work out the cost hit they take each week and then translate that over time when compared to the "plant on flat ground only" harvs that never die.
Having a renewable source of income is great, but if no one buys them then they arent all that renewable (witness vehicles, bio-mounts, candles and lamps).
I don't think Dvnce meant it like that. I was assuming that he just meant max BER = 11.
StumanKadir wrote:
...Also, getting 100% on the experimentation is currently impossible so the effective highest rating on these will be BER10....
footprint would be same as a personal...
If there is money in the maitanence it wont poof. in 7 days It would just not be able to be activated to gather more resources..
as far as the hopper... maybe these can take an additional small storage deviceto justify a larger hopper..
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 ..
Pawlin wrote:
I don't think Dvnce meant it like that. I was assuming that he just meant max BER = 11.
StumanKadir wrote:
...Also, getting 100% on the experimentation is currently impossible so the effective highest rating on these will be BER10....
actually I did mean to make them equivilant to the mediums in BER.. but I would be devestated if you all felt that that max BER should be adjusted.. I just want to be careful to not create something that people will buy only these..
Dvnce wrote:
Pawlin wrote:
I don't think Dvnce meant it like that. I was assuming that he just meant max BER = 11.
StumanKadir wrote:
...Also, getting 100% on the experimentation is currently impossible so the effective highest rating on these will be BER10....
actually I did mean to make them equivilant to the mediums in BER.. but I would be devestated if you all felt that that max BER should be adjusted.. I just want to be careful to not create something that people will buy only these..
OK so I guess I assumed wrong. The maxwould beBER 10 under current experimentation rules, correct?
So instead of a new harvester type (with yet more / different specs, resource demands, and components), just introduce this rough terrain kit. It obviously wouldn't be used on personals - you can almost put them up anywhere right now. Serious miners and crafters would buy them either when a rare spawn hit, or more likely would buy a crate of them to always have on hand. Some people would use them very sparingly while others might judge it worth their while to use them a lot.
Have them use a mix of junk materials and a little bit of high-end stuff, such that they would use about 500-1000 units of resources and sell for 4-8K perhaps.
When you tear down a "powered-up" harvester, the powerup goes away. Perhaps to avoid them being used on static harvester farms you also have them stop working after so many days (e.g., 15).
This would give us a renewable source of income, benifit all the miners and crafters, and fit within the existing game mechanics.
Yeah I can see your point Dvnce, but currently you can place a personal in quite a few diverse locations owing to their very small 1x1 footprint. I have seen these things in the strangest of places. The only difference I suppose would be the higher BER rating which would be very handy to have esp when mining rare or unique spawns.
Priced correctly these could be useful, but only if you are talking pricing in the low thousands (sub 3k at least to my mind to make them viable).
But I like ZenDragons idea even more (but think it could be modified to say that you take a performance and maintenance hit on using them).
Message Edited by StumanKadir on 04-30-2004 11:52 AM
Pawlin wrote:
actually I did mean to make them equivilant to the mediums in BER.. but I would be devestated if you all felt that that max BER should be adjusted.. I just want to be careful to not create something that people will buy only these..
OK so I guess I assumed wrong. The maxwould beBER 10 under current experimentation rules, correct?
I WOULD VOTE FOR # 01, However, I don't see them giving us a BER of 11 for a tortal resource cost of 450 units. I realize that you propose to balance this with the fact that the structure only exists for 07 days after wich they are destroyed. To me, this structure, would just appear to be a novely item.
I would propose a "Mining Terrain Leveling Rig" as follows....
1. This structure would create a level area (either like camps or a stilt structure) upon which you could place 01 heavy, 02 medium or 8 personal Harvestors of any type.
2. This structure would cost 01 lot.
4. This structure would cost little to no maintenance (less than a small house).
5. A resource cost of 500 to 1500 units (ore and Metal) and possibly include subcomponents such as Structure units.
6. No exprimentation possible or Effectiveness % would be aplied to the BER of any unit on this structur (ie a BER 10 on a "Mining Terrain Leveling Rig" experimented to 80% would be operating at BER 8).
7. This structure can not be redeed only destroyed.
I beleive this structure would have a better chance of being approved by the Dev's as it provides the benefit of mining on unlevel terrain but still conform to most of the rules governing strutures (lots / maint. etc..).
I also think that player would buy these to get to previously unreachable deposits as they would cost about 2500 to 7500 Credits depending on the Resource Requirements.
Just my 0.02c,
Kyrien
Master Artisan
Master Architect
Starsider - Tatooine - Sparta