Architect Archive
Thread: Harvester and Factory maintenance system proposal
It seems to be a common wish of the architects of SWG that installations decay so that we get repeated sales from customers instead of once a life. Right now, maintenance money go down the drain and keep installations going forever. What I am proposing is a maintenance system for harvesters and factories (and perhaps also crafting stations) consisting of two parallel subsystems: Credits and Parts. This system does not make installations decay like armor or weapons, instead it allows users to repair damaged installations by opening up a new market for architects.
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CREDITS AND PARTS MAINTENANCE SYSTEM PROPOSAL
This system works on two levels called CREDITS and PARTS. There is some interaction between the levels which is explained below. Basically, the system allows for mechanical/electrical breakdowns of installations where parts need to be replaced.
(a) "Condition" and "Last serviced"
The "Condition" of an installation reflects its general state. As long as the condition is at max (1000), the chance for a mechanical/electrical failure (PARTS breakdown) is kept at a minimum. There is however always a chance of such a failure. If the "Condition" of an installation drops below it's maximum (as a result of CREDITS failure, see below), the chance of a PARTS breakdown should increase significantly.
There is however another factor affecting the chance of a breakdown and that is the "Last serviced" time. The more hours an installation has been active since it last had a PARTS breakdown, the greater the chance of a new breakdown ensuring that no installation runs forever without needing new parts. The "Last serviced" time need not be visible for the players.
(b) CREDITS
The Credits system works more or less in the same way as the old maintenance system. Operators deposits money to the installations Maintenance Pool which drains at a specified rate. As long as the pool isn't empty, the Condition of the installation will be kept at a maximum.
When the pool reaches 0 and maintenance is called for by the system, there is a CREDITS failure resulting in lowered Condition of the installation. Such a failure increases the chance of a PARTS breakdown.
(c) PARTS
At any time during operation an installation can suffer a PARTS breakdown. The chance of such a breakdown incurring is greater if the maintenance pool is at 0, and if it has been running for a long time without parts being replaced.
When a PARTS breakdown occurs, the installation shuts down and the system randomly determines which part that has broken and needs to be replaced. Since all installations are made from components (such as Generator turbines, Small structure storage compartments etc.), picking a part should be easy. An in-game mail is then sent to the installations administrators explaining which installation that has broken down and what part it needs. Different installations should break down in different ways avoiding the use of repair kits. For a specific installations, different parts could be more or less exposed. A heavy mineral mining installation could have it's ore mining unit break down more often than it's turbine for example.
After having received the message from the installtion, the installation operator seeks out an architect, buys the part, and heads to the installation. Once there, he or she chooses "replace part" from the radial menu. Once this is done, the installation can be turned on again and the "Last serviced" time is reset.
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Hope you don't mind the official sounding language but I wanted to be as clear as possible. This system would allow us architects to at sell parts to old customers, perhaps even arranging for maintenance contracts and making deals where you "throw in an extra mining unit" to a customer ready to buy three harvesters, thus keeping money flowing. It's good for end users as well since parts won't be as expensive as new installations so it won't ruin them if five harvesters break down at the same time (even though the odds of that would be slim).
This system wouldn't work as-is for houses and furniture since it's more difficult to arrange a way for them to "stop working" without making players really angry (locking a house is not an option really). The system might even work for droids and starships as well but I haven't got much experience from those areas.
So, what do you all think?
Mazuun wrote:
It seems to be a common wish of the architects of SWG that installations decay
I am not so sure it is, I think opinion is very much divided. Many, like me, see more problems created by this than would be solved. Since a lot of us believe that this would never likely happen we prefer to try to get the devs to concentrate on resolving the issue of long term sustainability through repeat business on NEW architect craftable structures which have built in decay or degredation from the start. Especially things that can also give us some involvement in GCW. Turrets would have been a perfect thing to do this with for example.
Otherwise if your assumption above is correct, then your ideas are quite good. Not perfect, since they are far too difficult for SOE to implement going by their current track record, but nethertheless there are some good thoughts there.