Architect Archive
Thread: What makes good heavey harvesters?
There has been all the talk of the 7s, 8s, 9s and some say that tops are the 12s. I have only been able to make 8-10 on various batches of parts.
Can anyone be sure to say in which aspect of the materials makes the units more efficient or has higher extraction rates?
Can you please tell me a little more about skill mods tapes? I have no idea that those might be or how they can be used toimprove my units.
The real issue comes to is whether or not the Devs are planning on putting a cap on harvesters after player cities espeically since we'll have 100 to experimentation unlike the 50 something we have now. Unless they want us producing large heavies with like 16 extraction or some extreme number like that.
Maller
enkidu2132 wrote:
...fed my EQ game CD's to my dog.
VERY good move my man!
Using my old materials that I was not worried about quality I was able to make
Heavy Minerals that pulled at 9
Heavy Chem and Gas extractors that pulled at 10
And Ion Generators that pulled at 16
I also make medium extractors that pull at 7
I have not tired personals yet, it would be nice to have a few that pulled at 4 ![]()
I am of course looking for better materials, but I am happy with my results so far.
I agree that if architect was limited to people will million-credit skill tapes then it would be bad for the game.
Give people advantages, sure, but if I sell 10s and uber-archtects sell 12s then I can forget being architect once people figure out how huge that difference is in the long run.