Architect Archive

Thread: _-ArchAngel-_ or another architect on TC

ScOpEn
Thu Nov 06, 2003 2:33 pm
#1

I was really wondering guys with this patch comming up going live, with the new experimenation rates and such are you now able to make better harvesters? or worst havesters then before? I really need to know if i need to craft 20 heavies before or after the patch heh, and also can you confirm the new experimenation factors?
_-ArchAngel-_
Thu Nov 06, 2003 4:17 pm
#2

I really don't know. The personal harvesters aremuch better. Haven't had the chance to try anything else yet unfortunately. I have a feeling it might be better, but hard to tell from what I've had the chance to play with. (no ressources still). I MIGHT be able to makeone medium before the patch goes live, if the ressource gods are favourable to me.



Dr. Doriann Kalhoon
Master Artisan/Master Architect/Droid Engineer
Bloodfin/TestCenter

Atiw
Thu Nov 06, 2003 6:59 pm
#3

Doriann, contact me on TC.

Anyway to answer your question.

Fusions came out to 13, could not get them any higher.
Heavy Gas came out to 13 as well, but here is the kicker. Maintenance rate on them is 450cr/h. The maintenance rate has 2 modifiers, 150cr/h for efficiency and something for heavy harvester.

Making some heavy minerals tomorrow.



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SilentRain007
Thu Nov 06, 2003 10:39 pm
#4

So basically the cpu mined is linked to the maint rate? ie yes you can make 14 rate heavies, but maint would be 2x a 7 rate heavy.. so no advantage other than units mined per lot..



Is there any word on if they will 'reset' all current deeds to base rates? Because if they don't then pre-nerf mediums will be worth GOLD after the patch..



Also do medium mineral still take 3 struct mods and not 3 walls like other mediums?



Silent 'waiting to be patched up the a**' Rain

Atiw
Thu Nov 06, 2003 11:47 pm
#5

Actually it seems to be much worse than that.

maintenance rate seems to be the standard rate + 2x the standard for heavy harvesters + 2x the standard for high efficiency.

Since heavy harvesters used to be 90cr/hour the ones I have made is 5 times the current maintenance rate.



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LordTigris
Thu Nov 06, 2003 11:57 pm
#6

Holy crap, Ouch!! 5x the maintenance is gonna really make mining hell. That alone will add 1 cpu to the extraction cost of a heavy. Add power, time, and harvestor and I think 3cpu might be a thing of the past.


5x, man they must really want to pull money out of the economy, really want.

SilentRain007
Fri Nov 07, 2003 12:19 am
#7

hrm I wonder what will become of the pre-patch harvs? If they dont revert back to base then consider the economy and architects over..
PhazeDistortion
Fri Nov 07, 2003 6:31 am
#8

Sounds to me like this is either a bug, or the devs need to look up the definition of the word "efficiency". If the heavies still need 2 of the new "turbo" units, I wonder if they have the maint cost tied to those somehow. If so, Im wondering if they mistakenly put the entire maint cost addition on to each unit, instead of halving it because each heavy takes 2 of those units. I could live with a slight increase in maint cost, but 10k creds a day? Cmon. Although this could certainly make the merchant skill tree "Efficiency" a lot more popular.




Phaze Distortion
Kauri Architect of the Year nominee
PhazeDistortion
Fri Nov 07, 2003 7:17 am
#9

OR..... Could they have implemented something where the maint cost is tied to durability. I.e. could it could it be worth experimenting on durability now in order to reduce the maint cost on these. Just a thought.



Phaze Distortion
Kauri Architect of the Year nominee
Atiw
Fri Nov 07, 2003 11:21 am
#10

Some more information

Personal harvesters can now go up to a rate of 4, with no increase in maintenance cost (uses artisan experimentation points)

Wind generators can now go up to a rate of 9, with no increase in maintenance cost (uses artisan experimentation points)

Medium harvesters can now go up to a rate of 9 (10 might be possible if you have a skill tape). This affects the maintenance rate though, with a maintenance rate of 180cr/h for a medium (9000cr redeed cost)

Fusions can NOT go above 13, it does not matter how good your experimentation is. They can go below that though (had one come out at 9)

I have not had a chance to make heavies yet, needed to use the resources for fusions to gather some power.



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ScOpEn
Fri Nov 07, 2003 2:26 pm
#11

God this is horrible new, I guess all those cheap 7 rate harvesters we have been selling cheap might be worth something again after this patch, I just really hope that they adjust the amount of maintence to be in line with the 7 rate heavyones, just increase it per rate increased but stay in level with the basic ones. I hope we can hear from someone like TH that can tell us for sure what the current equasion is for harvesters and if it is what is going to be live or not... also can someone give us some conformation on what the new experimentation qualities are on the ore minning units? and how much metal and so on is required for the new turbo ore minning units....

RebelMasterArchitect
Fri Nov 07, 2003 2:35 pm
#12

The TC Changes seem to make more people stick to personal and perhaps medium harvestors if they are miners or Light crafter. They are by far more cost effective. Heavys will probably only be used by architects if it hits live the way it stands. Yes alot of ppl can afford them but maintanance costs are huge and the redeeding is nuts.



It will probably make a lot of mineras out there look around for good personals and rent more lots. At 4 on a personal its like mediums on live at the moment but costing half. And as they are cheap to make u can destroy them every week on the shift.



This will leave the archs with less to sell, but will be ore gatherers for their constructions.



Im not saying that it will be this way but wow it really is great to have a personal harvestor that can make what a live medium can. It might hurt archs the most but mabe ppl will still get heavys an mine in larger quantities, I dont really know.



Things change a lot on TC so dont count this done as we are gonna see more changes till it hits live in the next week or 2.


DaBuntah


TC Arch

Atiw
Fri Nov 07, 2003 2:40 pm
#13

Extraction rate experminentation is based on the following stats:

50% Unit Toughness
25% Shock Resistance
25% Heat Resistance

There are no turbo ore mining units. There is a are Turbo Fluidic Drilling Pump and Heavy Harvesting Mechanism, and all they require is Steel, Metal and Chemical.



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