Architect Archive

Thread: Resource Depletion Indicator

gweth
Sat Jul 26, 2003 6:30 am
#1

Could we get some kind of indication in the game as to when a resource pool is going to run out?


Here is what happened to me yesterday - There were 3 types of solar on my planet, and I was harvesting one of them. Yesterday the resource ran out and 1 type of solar was still on the planet. So I ran around the world and found a spot and moved my Solar collecters there. A little while later I was on the other side of the map and on a whim checked solar and found a much better spot....though something bothered me when I did this. The name of the material didn't look right, Doh I didnt right down the name of the resource I just placed the solars on. So later when back on the other side of the planet I checked the solar harvesters and yep, they had only mined 13 units each before the resource i just finnished putting them on was gone. So instead of it costing me 6k to move my 2 harvesters it actually cost me 12k. There was also the time spent finding the spots to place the harvesters waisted.


Resources are already very unrealistic in their amounts and movements why not cut us a break and tell us in the survey tool a percent left or the current quantity left - im sure you already have the number because you subtract from it every time we sample.

PhantomNIR
Sat Jul 26, 2003 7:24 am
#2

I have to totally agree with you on that issue. Sometimes you get lucky with mineral, flora, chemical harvesters etc. due to new resources being put in the same spot. This, however, doesn't usually work for energy type harvesters. It would be great to know if the resource is going to be depleted 3hrs after you move machines. I also think it would be great to be able to see the stats of a resource in the "Change Resource" window. Sampling a few units of each material to compare them is just annoying. It also would be nice to get an email informing you that your harvester is collecting dust, needs maintenance, or needs power. We get an email everytime something happens at the bazaar. Why not add this feature to harvesters, buildings, etc. We spend enough time running all over the world surveying, placing, and maintaining them.


E.M.






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Artisan_Eaglet
Sat Jul 26, 2003 10:27 am
#3

I agree. Somehow, wind energy and siliclastic ore vanished from the area I'm in, leaving me high and dry. For an Architect, losing the siliclastic is a death knell, and not having wind to power any harvestors you might place is even worse. Why do the resources have to shift so dramatically? Being mined out in one area, where the harvestors are I can understand... but randomly dissapearing from an entire planet? C'mon!



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Griswel
Sat Jul 26, 2003 4:41 pm
#4

I agree, but in the meantime we need to have folks co-ordinate and share info.


I think that an in-game newspaper would be a great idea, and this is exactly the sort of thing we can tell folks about. True, we wouldn't know how much longer things will last, but we'd know the average time things last and the age of each resource.

Lord-Brisbane
Sat Jul 26, 2003 7:28 pm
#5

hello



Im in total agreement here



yesterday me and my business partner place 2 medium steel harvesters 24 hrs later the steel was gone i just wasted 12k credits 6k to reclaim both deeds and 6k to put in maintace fees to keep them running + 800 credits to get to naboo to find more steel since its no longer on tatooine not to mention 2400 power for both



brisbane




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alyxT
Sat Jul 26, 2003 7:38 pm
#6

you just spent a wad to place harvesters on resources that disappeared... yet we are greedy architects because we charge fair prices


this is what the common noob isnt seeing when we list our prices.. all the wasted cash




Commander 'Fel

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MagusAlbertus
Sat Jul 26, 2003 10:31 pm
#7

um.. maybe the ground can smoke then catch fire?
Caijal
Sat Jul 26, 2003 11:23 pm
#8

There's no "pool" the gets drawn from for a resource.

It's timed.. all of it.

Doesn't matter if there's only one person mining a resource, or 6000... there are timers that extend between 5 and 8 days (havent timed them exactly yet) and it goes bye bye on that planet.

A 70% Low Grade Ore spot popped up right next to my house the other day... and it was a really big one, not just a little one. It was 69% for an area of NO LESS than 400m by 200m. There were at least 50 medium harvesters, and countless Personal harvesters (If I had to guess, I'd say 200). This Ore lasted longer this shift than any other material on the planet did, save one kind of copper, which was also being mined to death anywhere people could find it.
Caijal
Sat Jul 26, 2003 11:29 pm
#9

Forgot to finish what I Was saying, it's late.


The best strategy to get the most resources for your maintainance buck, not to mention less surveying and crap like that, is to wait for a resource shift and always plant your harvesters on new resources, and NEVER plant harvesters on old ones.

Let's say you need steel, and on the same day two new steels show up.

Slubal and Gyldonaesisum.

Slubal has awesome stats, so you pick it and plant your harvesters. Unfortunately, Slubal runs out before Gyldonaesisum. The thing I see WAY too many people doing, is then planting their harvesters on Gyldonaesisum immediately after Slubal disappears. With this method you're guaranteed to lose your 2nd batch of steel in two, three days absolute tops.

Personally, I wait for the new things to start popping up. Give yourself some room to wiggle. If your aluminum disappears, and no new aluminum has appeared, but a nice new Low Grade Ore appeared, take the Aluminum harvesters and start mining the ore while your old ore is still around... and IF a new aluminum appears by the time your old ore runs out, perfect. Yesterday afternoon I had 8 of my medium harvesters doing two different kinds of ore. The "older" of the two disappeared, and I just picked up and moved to a new steel patch.
terrorbeat
Sat Jul 26, 2003 11:34 pm
#10

/agree






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MagusAlbertus
Sat Jul 26, 2003 11:52 pm
#11

it's suposed to be a maximum pool that can be depleted, and when it's all taken up that singlar resource is suposed to disapear, and a new one re apear elseware.


then when that one is found by a new surveyor, he is suposed to be able to name it.



just moving things around every few days is silly.

Arkalius
Sun Jul 27, 2003 12:33 am
#12

I think the devs like a mystery as to when it's going to run out... but I think an indicator of how old it is would be appropriate. That way you don't know when it's going to run out, but you can make a decent guess.





-Arkalius Darksky, Master Architect, Bloodfin
sarnsereg
Sun Jul 27, 2003 4:04 am
#13

no kidding. what i feel is an important part of the game(resource changes) it has been one of the absolute most frustrating thing. when i made my first solar generator i was thinking.... gee, cool. but i think resources change every 7 days.. well thats tomorrow..... i'll just wait. they didn;t change so i figured i must be off a day the next day... didn't hange again. then they changed.... or so i thought. it went from 3 to 1 resource of solar. i placed mine down... next day the resouce changed again and i got screwed.



i lost 3 days because i didn't place because i thought the resources would change and i would waste money. then i got screwed again thinking the resources had changed and then they changed again.






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