Architect Archive
Thread: Changes needed for harvesters
Second, there was an issue that was patched out that could be brought back, it just needs to be tweaked. A standard rise in maintenance everytime you redeed a harvester. THis causes the harvesters to be more and more costly everytime you re-deed. what's more, is this works as much against Architects and other crafters as it does resource sellers, so it is still in balance. After a while it just becomes more economically efficient to replace or buy new harvesters with this maintenance increase. I say it starts at 90, and increases by 20% everytime you redeed. The rates would go 90, 108, 130, 156, 187, to 224/hr after the 5th redeed. At that point it now costs you 5376 per day to run your harvester. This achieves an increasing money sink as well as making an Architect's product more consumable. After 8 weeks of redeeding (based on one per week) you are now paying 9312 a day to run your harvester.
At this point it really becomes more fiscally sound to go out and buy new harvesters. Two months of income from selling resources and running missions, if you are a responsible businessman(woman), should leave you with PLENTY of money to replace your equipment, which now adds bedgeting to the business area of the game. This further increases role-play and establishing a player economy.
Next, fix the fusions. No one is screaming for those 23-26 to back, but we at least want our 16's back. If not, then decrease wind generators back to 5's. If you use the 1 under standard (which is in effect for everything but mediums), that means wind are 9, solar are 15, and fusion should be 25. I suddenly heard a wrong answer buzzer go off in my ears. Wind can go to 8, solar to 13, and fusion to 20. Even better, wind 7, solar 12, and fusion 18.
Finally, reduce personal harvesters to a max of 3 extraction rate. It may be only a 1 point difference, but consider i could pull 100k+ of resource on FLAT ground with old 4ber mediums. That just shouldn't be possible using personals...
Ok, there are my suggestions, flame away. After all, the way you purify gold is burn away the imperfections = )
shad up who cares first they have to fix them b4 they worry about the rates ok
like now i can't turn mine on can't turn the ones i want to move off and can't do nothing with them
so quit ur whining about rates who cares what the rates are i know alot of masters that can't even hit 10 on a heavy let alone 13
the max i have hit is 12 on heavies and 9 on meduims(need better steel)and for the fusions blah u can get it with miners why waste the materials when u can place 3-4 heavies on it and be fine
all i want is to be able to turn my harvesters on and off and not have the power read 0 all the time
the only curernt problem with harvesters is an animation bug and the power status shows it is consuming twice as fast. if you can't turn your harvester off, it is probably because the status shows you have no power to begin with, or you are sitting on your mount. get off your kaadu and add 100 power. then refresh the status, exit, and go back in and turn it off. afterwards, go into the kitchen, empty all of your ice cubes into your bathtub, get in, and chill out. it's only a game and your frustration has turned you into an idiot. why would you use POWER to mine POWER? if you are using mineral miners to harvest your fusion, we need to sit down and talk fiscal responsibility and economics. however, if you are 10 years old like you sound, then we will just skip all that and let your mommy know you are getting too intense over a video game that means nothing...
Hi,
as said in other threads before, I agree that the BER 13 for heavy is too close to the Med max BER. However, there were so many changes, it would not be beneficial to the game when there is another change in BER now.
There are so many buged harvesters in the game already, and so many people were pissed off because of the changes, which were un-announced, that they will run mad if there is another BER change now.
Read ya.
Well im not a greedy architect, but some of the idea's above i liked, i really think they f'd up harvesters completely with the last patch, mediums DO need to be brought back down, to actually give a reason to use heavy harvesters.
On the maintenance on re-deeding, i had another suggestion.
Have the maintenance cost on medium and personal size harvesters (but not heavy)go up based on the extraction rate (purely from the final experimentation, not the sub components), so if you DONT experiment on extraction in the final phase, your maintenance cost is normal, if you DO experiment on extraction there, every point raises the maintenance cost of the deed, so that a base 10 medium would cost MORE maintenance than a heavy harvester, not less. Also would give a reason to experiment on hopper size as somepeople who play less would possibly prefer this if these changes were made.
I believe the BER of 13 is fine, even though the medium and the heavy are fairly close, people have a tendency to always want the best, myself included. Not many people are going to stick with mediums just because they are *almost* as good as a heavy. I spent 150,000 on a heavy even though i can make BER 10 mediums all day long. As soon as I get the means im going to make a fleet of heavies for myself as well, because if i don't there will always someone else who has 13BER heavies and has a slight edge on me.
I do however feel there needs to be some type of decay on deeds though, not trying to be greedy because business is going fine right now, but eventually the demand will be filled and deeds will merely be recirculated, effectively cutting out the need for architects
i can't make anything better with krayt, so i have nothing i can sell that takes 150 resources and brings in 250k creds. Weaponsmiths/Armoursmiths are the only "class-wide" professions i have seen that get it. they understand the economy of the game. architects all seem to be on their own little crusade to make everything affordable. if affordability is truly your goal, you are in the wrong profession. go be a weaponsmith and do something about 5k cred scout blasters that take 101 non-specific resources to make. basically, put your money where your mouth is and go where the real problems are...
JAGA - Just Another Greedy Architect trying to make a living off decay and whining.
Now i'd like to say first hand that i'm still getting a good deal of harvestor orders coming in, so i'm not hurting for business.
But.....
I'd like to see either limits on redeeding, decay on redeeding, or have redeeding diminish the BER of the harvestors.
But....
I'd also like to see it possible for architects to revamp old harvestors. Someone could bring me in a pre-patch Heavy mineral with a BER of 10, i am able to remove the old mining module and put in a new one, and experiment on it a little bit. This would elminate the need for people to buy all new harvestors every time they nerf/patch them, also if they implement some sort of BER/deeding decay.
Its not about being a greedy arch, its about having a reoccuring economy and not working myself out of a job.
G
Personals - 4 BER (no change)
Mediums - 8 BER
Heavies - 13 BER (no change)
This will balence it all and bring back the days of having heavies the most efficient! Remember? 7 BER compared to 4 and 2....
Iagree with everything he mentioned.
I would take it a step further, I think the highest rate on a personal should be 3 ( one less than where a med starts ) and the highest rate on a medium be 6 ( one less than where a heavy starts ). As it is right now the most profitable configurations seems to be medium harvestors, that just doesnt seem right.
I would also make the footprint of a medium smaller than a heavy, you sould be able to place mediums easier than heavies. But Any heavy should outpull a medium, same as amny medium should outpull a personal.
Just my opinion, but I basically agree.