Architect Archive

Thread: What is the value of high quality power (radioactives)?

I_Banzai
Mon Aug 25, 2003 1:32 pm
#1

So I have a surpuls of energy. My last batch had a quality of 916 and I am woundering if I should price this at a premium or does it really matter?



Should I price it to move units super cheap or stockplie the good quality stuff?



Do people really look at the quality of radioactives or do they just buy the lowest prices?


For some odd reason my med. quality wind sells faster than my high quality radioactives for a lower price and I don't know why... Is my market just not aware or is there really nothing to it?



Am I breaking my back to find good quality for no reason? Should I just plant on the first pathc I see and call it a day?




Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
Mkappus
Mon Aug 25, 2003 1:37 pm
#2

I have never paid attention if 1 unit of wind is different than 1 unit of radioactive. As far as I know right now 1 unit of power = 1 unit of power, regardless if it is radioactive, wind, solar.


I know they list potential energy or somthing like that on radioactives and petro fuels. Maybe it will matter in the future, but it doesn't seem to matter to my extractors. If someone knows differently and that I unit of radioactive lasts longer than 1 unit of wind I would be curious to know that.




Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
I_Banzai
Mon Aug 25, 2003 3:01 pm
#3

Anyone, anyone? Bueller, Bueller...



Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
Mocras
Mon Aug 25, 2003 3:11 pm
#4

The patch that is on test server now will make it so that the Potential Energy is worth it. They are making it so any amount >500 will result in up to twice the energy output. I take that to mean that if using 500 of a 499 rating energy will result (just an example here) 10 hours of usage that using 500 of a 1000 rating energy will result in 20 hours.


I consider this a good fix and a long awaited one as I have a ton of 900 potential energy saved up.

I_Banzai
Mon Aug 25, 2003 3:16 pm
#5

Mocras , Thank you for that! Great to know the dev team is on it.



Got Rads? - FULCRUM POWER
- Coronet, Corellia at -172 -5555
- Kaadara, Naboo at 5668 6235
- Bestine, Tatooine at -586 -4165
(current market value: 1 Credit for every 1 unit of power, potential energy explained upon request)
Akkori
Mon Aug 25, 2003 3:28 pm
#6

I can verify this, as I have a fusion generator on a 94% (woot) spot of 800+ (woot woot) PE. You get not quite twice, but about 150% bonus. I figure (didn't think of it till now) that 750 PE gives you 150%, and 1000 PE gives you 200% power. So it is very nice. And, did you know that hand sampling now does MAJOR radioactive damage? I hand sampled ONE time and got 522 wounds to my 3 primary stats.



Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Youch1
Tue Aug 26, 2003 1:32 am
#7

One question - if the change comes is, how do wespecify which source of fuel we wish to use to power a structure?


If I'm reading this correctly, what your saying is that on TC 1000 units of very good quality radioactive will actually be worth up to 2000 units of a lesser energy.


I might specifically want to add 1000 power to a harvester - and perhaps do the same for nine others. But if I am carrying multiple sources ofpower, the software seems to randomly choose one to use.


As things stand on TC, it seemsone of these harvesters is going to end up with twice the energy of the rest. How are they getting round this?


Skarra, Master Architect




~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

Skarra, Master Architect of West Bestine, Tatooine, Radiant - fine Furniture, Homes, Harvesters and Resources at -2200, -3444 just 1 minute west of town.

~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

saintchuck
Tue Aug 26, 2003 3:52 am
#8

Don't worry, once it goes live it will probably break harvesters anyway...



Seriously though,excellent change, now if they would just make experimentation worth something.





Jedi will be rare and difficult - No
Increased Dev communication - No
CU will balance combat - No
Most of the bugs from launch fixed - No
saintchuck will continue to pay - No

- I supported the CURB, the Devs and the attempt to make SWG a better game and have realized it didn't work so I'm quitting in less than 2 days and won't be tricked into coming back again. Trick me once, shame on you...
Akkori
Tue Aug 26, 2003 9:55 am
#9

It works like this (so far):


Lets say it's 1000PE radioactives (200% power) and you have 1000 units of it. It's all you have in your inventory (btw, it works while nested in a satchel). You choose to deposit 1000 units of power into the miner. It takes 500 units of radioactives out of your inventory.


I dont know how it would choose if it had wind and radioactive in the inventory. I sold all my windmills so I cant try it.




Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Jwjones
Tue Aug 26, 2003 9:56 am
#10

I didn't know about hand sampling radioactives like that... wonder what the chances are that tailors can make bio-suits in the near future?



Ak'Lar Reefa
Bloodfin server
Mkappus
Tue Aug 26, 2003 10:08 am
#11

Are the petrochem fuels now going to work as a power source too?



Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
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