Architect Archive

Thread: Suggestions for Structure Maintenance (devs)

Sidrew
Sat Nov 22, 2003 1:58 am
#1

Ok.. I have thoughts about harvester decay and maintenance, I've listened to all of the arguments, and have even pulled out some ideas on the boards to put this message together...I think there is a middle ground to be found.


Rather than an outright decay... buildings/furniture/whatever should have a "vitality" type stat much like pets do. Over time, this stat should drop from it's norm of 100/100. Architects will be able to make some sort of repair kit. The architect will be able to repair the building to it's max current value.Depending upon the skill of the architect and the materials used (of course), the architect will be able to reduce the amount of damage to the building's maximum vitality.


For instance, you let your heavy mineral harvester get to 82/100 vitality. A poorly crafted repair kit will take the building to max, but will significantly reduce it's max vitality... say to 93/93 or something. Whereas, a well crafted repair kit will take the building to a higher max vitality... say 99/99.


Harvesterswill needto display more significant digits ontheir "extraction rates"... say, instead of 10 BER... it would be 10.12... or 9.78... Vitality will effect both the extraction rate and the maxium hopper capacity. so that a harvester with an extraction rate of 9.78 at 90/100 vitality would have a temporarilyreduced extraction rate of 8.80 (rounded down from 8.802).... as well asthe calculatedreduction in hopper capacity. Also, after repairing the harvester, let's say in the above example, it was a superb repair job, and the resulting vitality is 98/98... It's extraction rate and hopper size are permanently reduced to 98% of the original... in this case, 9.58 (rounded down).


I think that allowing the harvester to become damaged due to lack of maintenance would permanently reduce the max vitality by the percentage you allow it to become damaged... aka... when you view the status of the harvester and it say's (78% - xxx credits to repair)... that the max vitality should be reduced to 78% of whatever it currently is (a harvester with 97/97 vitality would be reduced to 76/76 (rounded) in this instance)... so, folks would have to pay closer attention to their harvs. Also, it should be considered to force a current vitality penalty when redeeding... say ... 1 or 2%... so, you set up a new harv... leave it for a few days... redeed it...it get's a vitality penalty to put it at 98/100 vitality.


For factories... vitality could affect the manufacturing speed.. and hopper sizes.


This would open up the Architect business a bit... cause some gradual decay of structures... and providing an ability for architect to offer "maintenance contracts" or some such animal. I don't imagine that damage over time would be quick...but enough to force an eventual replacement of the structure.


Please feedback... I don't think this is out of the scope of what's possible.



Sidrew


Master Architect - Ahazi - Tyrena




Sidrew
Master Architect - Ahazi - Tyrena
Sidrew
Tue Nov 25, 2003 12:18 am
#2

heh... ok... should I assume everyone hates my ideas?....




Sidrew
Master Architect - Ahazi - Tyrena
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