Architect Archive
Thread: Resource Solution......Refineries? [updated]
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ofim
Wed Sep 07, 2005 5:13 am
#1
So I was thinking about the recent talk of resource hoarding and the lack of decent resources for new crafters, and how to solve the problem, and this is what I came up with.
Why not bring the reverse engineering game to resources?
Still working on this...I'll add more later(already late for work)
Refineries:
A structure specificly created for the perpose of refining a resource or multiple resources into a more desired resource.
Crafting of a Refinery:
The crafting of a refinery would be no small task indead. Crafting a refinery should take resources, loot schematics and loot items to make and should be heavily dependant on the quality of Resources/Loot used to be the most effecient.
Experimentation should be in 3 lines:
Operational Cost: Cost Per/Hour to run the Refinery in Power & Credits (unexperimented cost should be 150-200% of a harvestor cost to operate)
Refinement Effeciency: How many Resources are lost durring the Refinment process (no less than a 10% loss of meterials)
Refinement Time: A Base Time per unit to refine any Resource similer to BER on harvestors (could be as fast as a harvestor)
Refining of the Resource/Resources:
A refinery should take no less that 100k stacks of meterials to operate in order to keep people from trying to beat the meterial loss by using small stacks.
If the same resource type is used for all stacks placed in the refinery the refinery shouldproduce that same named resource.
If diferentName/type of resources are used a "hybrid" resource should be produced. (E.G. Copper and Aluminum would produce "Brass") these "Hybrid"resources could be used in new schematics for crafters to create a challenging new item to produce.
Whats Left when the refining is complete:
Refined Resources should take the best stats from each resource, apply those stats to the final product,then detract 3%-5% from all stats, the reasoning behind this is the fact that no matter how good the refining process is some part of the lowerstat would still exist in the final product thus a combination of two things is never a "Best of the Best" type situation and it also gives a diminishing return so that constant refining can't produce a "Perfect" resource.
The other "diminishing return" factor should be loss of product durring the refining process, thus 1+1 does not =2 if you were to refine 2 100k stacks of meterial you would yield 180k final product, which would deter infinite refining of resources.
The Time Involved in Refining:
The time to refine should use somthing similer to the BER system currently in place, E.G. BER:5 refinery would refine 5 units per minute. Since 200k resources have to be refined at a time minimum the following would be the minimum time to refine a final product:
200,000-10%=180,000
180,000/12=15,000minutes(just over10 days)
Proof of Concept Formula:
Final product amount: 200,000-10%=180,000
Cost per/hour of Refining:
Credits: 100Cr./hour X250 hours=25,000Cr.
Power:100units/hour X250 hours=25,000units X 1.5(if you perchase your power)=37500
Total Time to Refine: 15,000 minutes
Cost of refining aunit: 62,500Cr/180,000units=.35CPU
True cost of final product:
Assuming origonal resourceswere mined on a 70% spot w/BER13 harvestor: .35+**=**
Message Edited by ofim on 09-07-2005 02:06 PM
Message Edited by ofim on 09-07-2005 02:07 PM
Dazzydoodle
Wed Sep 07, 2005 9:54 am
#2
Waoh. you mean... you actually combine ores to form an alloy instead of just digging it out of the ground like steel? 
I like. screw the hoarding "problem", the idea of pulling steel straight from the ground irks me. I can swallow light sabers, jedi mind tricks, starships, and the like, but mining steel is just too unrealistic...
I like. screw the hoarding "problem", the idea of pulling steel straight from the ground irks me. I can swallow light sabers, jedi mind tricks, starships, and the like, but mining steel is just too unrealistic...
ofim
Wed Sep 07, 2005 10:52 am
#3
anyone know the real cost per unit of harvesting a resource assuming a 70% spot and a BER:13 harvestor?
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