Architect Archive

Thread: What makes good heavey harvesters?

J-J
Tue Oct 21, 2003 5:12 pm
#1

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?




philippine | 12pt ris armorsmith | 12 pt weaponsmith | 14 pt artistan
{BioTech Armor} manufacturer of 450+ sets of imp armor & 80+ sets of ris armor
{BioTech Industries} resouces | be clothes | premium enhanced weapons | uber pups
all vendors located at city of ceres, talus -2988 1598
j-j prum | dark jedi padawan | generally a noob
Ripster26
Tue Oct 21, 2003 5:32 pm
#2

The ore mining unit on minerals id the major ingredient. IMO all components have a slight impact of the final result (maybe enough to hit that last extra point) but the harvesters that are hitting 12's are probably a master artisan with the skill mod tapes that add almost 25% to their stats. If you are making 10 kg/h then you are getting a good higher end harvester. Without skill tapes this is about the top you should expect for now.



Whats this big red button do?


J-J
Tue Oct 21, 2003 7:14 pm
#3

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.





philippine | 12pt ris armorsmith | 12 pt weaponsmith | 14 pt artistan
{BioTech Armor} manufacturer of 450+ sets of imp armor & 80+ sets of ris armor
{BioTech Industries} resouces | be clothes | premium enhanced weapons | uber pups
all vendors located at city of ceres, talus -2988 1598
j-j prum | dark jedi padawan | generally a noob
tiberian_death
Tue Oct 21, 2003 9:31 pm
#4

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




Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
Moudeeb
Wed Oct 22, 2003 4:33 pm
#5

The other real problem is the Devs are going to raise the maintenence requirments on the higher extraction harvesters also. For example: Medium at 9kg/hr is 160 cr / hr. With the 10 experimentation MA's have gotten this extraction rate on the TC.
enkidu2132
Wed Oct 22, 2003 6:11 pm
#6

Too much stuff like "skill mod tapes" and SWG will turn into EQ in space - only the uber guilds/players will be able to reach the "high end" portion of the game. Personally that's exactly why I quit EQ and fed my EQ game CD's to my dog.
Souldragon521
Thu Oct 23, 2003 6:33 am
#7



enkidu2132 wrote:
...fed my EQ game CD's to my dog.




VERY good move my man!



Mansutyybacu (Retired)
Now residing on Vana'diel(FFXI)
ChandanK
Thu Oct 23, 2003 3:04 pm
#8

I only have Installations IV and the Heavy Minerals I'm currently making have extraction rates of 9 (base is 7). My Heavy Chems, Gas, and Flora are 8 (base 7). My Fusions are 14 (base 12). I assume this is due to the steel I'm using and the fact that it hasUnit Toughnessand Decay Resistance in the 980's. My initial experimental efficiency value is usually around 25-27% and I don't use my 1 point of experimentation dueto the highfailure rate (Since I'm basicallya Novice Architect).
Dayln
Thu Oct 23, 2003 3:34 pm
#9

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.

Griswel
Mon Nov 10, 2003 6:56 pm
#10

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.

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