Architect Archive

Thread: whats the point of experimentation?

sarnsereg
Sat Jul 26, 2003 11:49 am
#1

i know with weapons it can make them much better, same with armor. but as an architect i can experiment but it doesn't seem to do anything. who cares about quality on a chair? they don't give any kind of healing bonus and they don't decay.. so whats the point?


buildings? decay rate doesn't mean you need less maintance. same with harvesters. storage doesn't mean you get more storage, and effectiveness doesn't do anything either.



so is there a reason to experiment?






you gotta be bored to read this... or interested in something...
visit us at http://www.tocm.org

LeviathanAK
Sat Jul 26, 2003 4:11 pm
#2

Yup, it would be nice if on structures at least, experimentation actually effected anything. Experimental durability could lower the maintenance fees, while experimental efficiency could lower the power costs. As it is, experimentation is a total joke from what I've seen.
Griswel
Sat Jul 26, 2003 4:22 pm
#3

Careful what you wish for. If they implemented experimentation then it would be required, because they'd make the other stuff much less valuable.


So it's ok if you have lots of time to kill...

Daynn
Sat Jul 26, 2003 6:10 pm
#4

Experentation doesn't do a single thing in architecture.


- does not give more experience


- does not improve any structure in any way


- wastes time



Now, that said, I would welcome any proof anyone has that it does anything. I have heard lots of rumors that it "did something on mine." None of these were able to be proven. If you can improve something, report how you did it so we can verify your results.


Hopefully by the time player cities come out there will be some reason to do it. I suggest that items that have been experemented on and thus improved can reduce the chance of critical failures.





Dainn Valstead - The Resistance
Master Architect (Retired)
Master Weaponsmith
Starsider
Visit my shop on Naboo: Pirate's Cove 4125 -5000 (sw of Moenia)
MagusAlbertus
Sat Jul 26, 2003 6:29 pm
#5

I like to get maximum experimentation on ‘quality’ of couches… that way I can honestly say “the most comfortable couch in the galaxy” because the best anyone else could to is also be the most comfortable :-)


Maybe they’ll fix it some day, and for that I experiment with my final product.

Bolrus
Sun Jul 27, 2003 12:14 am
#6

None that I've found.
Knocky
Sun Jul 27, 2003 12:18 am
#7

I experiment with efficiancy, though I seriously doubt is does anything


sarnsereg
Sun Jul 27, 2003 12:47 am
#8

well. yes. i can experiment as well. i got a wind generator to 50% durability and 70% efficiency. but i gave it to a friend and i doubt that it does anything different.





you gotta be bored to read this... or interested in something...
visit us at http://www.tocm.org

Sien_Chotor
Sun Jul 27, 2003 6:23 am
#9

Its just stupid that there is a whole branch for experimentation, yet it does nothing. Im sick of failing structure modules at master architect, take out the critical failures, but I have never seen a dev or csr or tsr on this board, so we are just wasting our time.



Horox Airago
Jedi Master
NondeNial
Sun Jul 27, 2003 6:26 am
#10

I experimented a personal gas harvester deed to 78% & placed it & an unexperimented one side by side - no diff at all over a 3 day period on either maintenance, amount harvested or power used. Doubt experimenting on structures makes ne diff at all.
Woollyy
Sun Jul 27, 2003 6:31 am
#11

I experimented on a Solar machine one day.. had a critical fail on experiment. it said its effective would be 1%. I placed harv beside another one and never saw a difference in their outputs/capacity.


Woolly


And Sien I feel for you. I thought I was going to put my fist through monitor failing on a structural module. I never make them by hand anymore. Factory runs of 100 a pop. Now if only factory crates worked correctly !!!

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