Architect Archive
Thread: Yet Another Petition: Redeeding Kit
Those 2h rides to and from the office have at least something good, time to think. This does not necessarily lead to something usefull, but hey, it's not my fault you clicked at this posting!
Well, the topic says it, basically, its just another thought of getting revolving revenue for the architect class by implementing something that makes sense and isnt just a nerf for the universe to make architects rich. Well, it will always end up that way, but if the nurse look good you dont feel the pain that much.
I try to outline the base idea, which may be brought up already by someone else, and then what additional features could be added for more diversity.
The base Idea is to not allow Structures of any kind to be redeeded without an additional tool made by an Architect. The skill to make such tools should be at lvl4 of the regarding skill, if not at master-level. The tool to redeed should need up to 10% of the ressources needed for the structure to be redeeded. Of course the redeeding tool is not usable endless, it should use up after one or more uses and should have changeable crate-sizes to be sold in. This is the basic idea and might be a possible change, but I would prefer at least one of the options I talk about now.
1: Every Structure needs its own tool to redeed. A Heavy Mineral Harvester needs a Heavy Mineral Harvester redeeding tool to be redeeded (strange word)
2: Small Structures cant be redeeded at all. This includes all Personal Harvesters and Wind Generators as well as Small Houses. Houses can be redeeded up to 30 mins after they are placed without a tool, so you can place them as often as you want like you can now.
3: The redeeding tool automatically takes the money from your bank account needed to redeed the structure, so you never lost the structure. It also empties the hopper, the maintenance pool and the energy-pool, so you get a "clean" Structure back and the stuff as well, of course).
4: The most logical part of a structure is the essential piece of hardware that goes into the regarding redeeding tool. A Heavy Mineral Miner should need to have the Ore Mining Unit replaced, a Large House the Power Core. Master Artisan Parts should be necessary for all the Redeeding Tools.
5: Two possible ways for implementing decay for harvesters and make moving more convenient would be the Enhanced Redeeding Tool. You now can Experiment the Ore Mining Unit. It would be great to implement some decay by just let it mine a specific amount of Ressources, like 1 Million Ressources for a Heavy Mineral Miner. After the Ore-Mining Unit is used up you can replace it and even upgrade it to a better BER by using a Redeeding Tool with a BER 11 Ore Mining Unit within. That way you can upgrade old Harvesters and the old stuff isnt worthless. If you use a Enhanced Redeeding Tool for a house, you can simply generate a deed of the house with all the items in it and move it to another place. If you place the house, its items are at the exactly same position as before, no need to place everything new.
6: Redeeding Tools should need specific Ressources to craft them, they should not needed to be experimented on, but the should need a speecial type of ore and metall or chemical for each type of structure. Ionite Intrusive Ore for Medium Minerals, for example :-)
This is rougly the plan. Of course redeeding should need much less money in the maintenance pool then, but placing a structure needs to be done more wisely and there is more variety in the game since you can even upgrade or downgrade harvesters that way.
Well, dont throw stuff at me, just tell me if you like it and what you think of this. I see it as a very easy way to prevent support calls (I paid the money, the structure vanished anyway!) and make the usage of Structures, especially harvesters, more convenient. It also gives the Master Architects more revolving revenue and generates more demand for small stuff especially for Novice Architect. It also enables Novice Architects to sell a basic Installation and having it upgraded now or later by a redeeding tool from a Master with a better BER.
Now its your turn, kill me or worship me! :-)
Read ya.
/kill jk
decent idea but too costly
if you had to pay 20k resources to move qa harv and are only pulling 150 out of the ground it would such
try this:
4 types of redeeder tools
personal, medium, large, and house
personal costs 300 resource, medium costs 600, large costs 1200, and house costs 900
this way if someonemoves thier heavy harvester we make (at 3cpu...we should inflate it to 4 or 5 tho) 3600credits, (at 5) 6k credits
i think thats a decent amoun t seeming well make after cost between 1k and 4k
also master archetechs should have an ability to redeed anything they own for free or nearly
maybe make an master archetech too that costs 10percent the resources as the other tools but you only get certs for it at master maybe tie it to your structure experiment lvl
just my 2c
Thank you for not killing me :-)
Well, an Ore Mining Unit needs roughly 600 Ressources. If you just need it every 4 Weeks and need to pay 10k for the Kit and maybe 1-2k for the standard Kit it would make a lot of sense I think. Our problem is, if we talked about decay, we usually have a lot of worth we are talking about. That way its the price of a gun every few weeks and just if they are used. A Heavy Mineral Miner with a BER of 10 would run 2 whole Months with a Ore Mining Unit which decays after 1 Million harvested Ressources (432k of ore per 231 Days if running without a break). Within that Time it paid of many time the price it costs to buy a Harvester.
If you calc 1:5 for the big one and 1:10 for the small one it should need 100-250 Ressources for a simple redeeding tool for a Heavy Mineral and 3.5k Ressources for the Ehanced one.
Spending 10-50k every 2 Months for your harvesters isnt that much.
It sounds like much, but if you calc it, it isnt.
Read ya.
/disagree
The goal is not to turn architects into kit sellers. We need the actual structures to degrade. It would achieve the same result to simply have all structures increase in pay mantenance over time.
Eaiser, simpler and keeps the decision making int he players hands.
Not many Architects seem to be out there :-(
Or did you all just gave up already?
If we dont try to get things changed, they stay as they are. Cities will just be Business for a few days, then it will be the same as with other structures. I dont think that Decay for all structures will be implemented, therefore, we need something or the architect will be a really dead class.
Read ya.
Hi,
Maintenance ist the main money-sink of the game. Removing them would mean to have the money cycling around instead of leaving the game, which is not wanted by the devs. Thats why I see no chance for a general decay, cause there is no reason for paying maintenance then.
Read ya
From my point of view it is a reasonable idea. Everybody who is able to buy a structure is as well able to pay this little extra fee.
*signing the petition*
The redeeding tool sounds like a fair balance. I think this is the most effective proposition yet. The redeed tool could have 5 charges, so it would generate revenue. Not sure about not redeeding small structures. They are cheaper to buy than to redeed, so it's really the player's loss.
I'll be watching this one and see what people have to say about it.
Hi,
I'll take it tha noone is interested at all in any architects-changes anymore, why is that?
Well, even if you dont like this or other ideas, why is there no discussion? Here is a possible solution which may be accepted by players and Devs which solves one of our biggest problem in the game.
If nobody cares, there is either no problem (then I have to ask why there are so many architects complaining in other threads and forums) or nobody left who cares about all this.
In the last few days I got a lot of people complaining they dont find an architect who makes houses. If this continues, and we loose more and more architects, the class is dead.
Read ya.
Just FYI, Architect is the most "popular" crafter class as far as novices (unless you count doctor as a crafting class). There are 10% more novice architects than there are novice weaponsmiths. So I doubt there is a problem with people quitting the class (mind you dropping master might be a different story). It also excludes deleted characters, so you can't say people are deleting themselves either.
Nope, the Architect profession is strong