Architect Archive
Thread: Architect Top 5 Issues Open Discussion on Issue #1 Architect Variety / Economy
Factory experimentation ... yes.
GCW involvement by building structures that can be destroyed... YES!!
Decimal ratings on harvester BERs... /shrug. Dunno. I think we do run the risk that everyone in the world would just want BER 13.9 insted of BER 13 like they do now. That might hurt the smaller folks more than not.
I'm not totally sure what the end goal of increased variety is and who its meant to benefit.
Faster factories through experimentation: Full agreement.
GCW: I don't really feel I can comment on this. I've never been involved in or seen any PvP GCW combat, so I don't know how Architects would fit in. Another source of renewable income would definitely be welcome though.
* Warning - controversial idea ahead *
Renewable income: I suspect this is going to prove to be an unpopular viewpoint, but I would say that Architects should already have a form of renewable income through Mineral Mining Installations, and that it could be increased. No, I haven't gone completely mad, allow me to explain my reasoning:
Mineral Mining Installations are the most efficient (resources/credit) mineral extractor around. Personal Mineral Extractors (BER 8) can produce resources at a theoretical maximum rate of 8 resources per credit, requiring 0.105 units of power per resource. Mineral Mining Installations (BER 10, ignoring the BER 11 oddities) have a theoretical maximum of 10 resources per credit and require 0.084 units of power per resource. Heavy Mineral Mining Installations (BER 13, ignoring the BER 14 oddities) have a theoretical maximum of 8.67 resources per credit and require 0.097 units of power per resource.
It is possible to run eight Mineral Mining Installations off of two wind power generators. Assuming that the installations can be kept up 20 hours out of every 24 and are always on a 65% concentration (a conservative estimate in my opinion) this equates to a total cost-per-unit-resource of 0.193 credits. A Mineral Mining Installation requires 3607 resources to craft (assuming the swgcraft statistics are correct). This equates to a cost of 694 credits. A Mineral Mining Installation costs 3000 credits to redeed. At the minimum construction cost it is far cheaper to replace your Mineral Mining Installations with new ones than it is to redeed when you need to move them. However, this does not work for those who cannot mine all their own resources, due to the ridiculous 1500%-10000% markup that is currently put on resources. If (and here is the big if) the resource cost was to fall and the redeeding cost on Mineral Mining Installations (and presumably on Heavy Mineral Mining Installations as well) was to rise, then voila, good renewable income.
As an addendum to this I should state that it is my view that Mineral Mining Installations should be the most prevalent mining installation, used by those who mine resources to sell.
* End of controversial idea *
Hopper sizes: I think it would be a good idea to change the range of hopper sizes. At the moment there is absolutely no point in experimenting on the hopper size of an extractor or mining installation, because at a very minium it'll hold four days of resources comfortably. A minium of 1 day to maximum of 7-10 days would be good, but I don't see how you could introduce this with the existing extractors and mining installations.
EnigmaBSc
EnigmaBSc.
As for Harvesters, someone came up with the idea of having a one use item for harvesters, kind of like a rig, so that you can attach them to your harvester and be able to set them up on the side of a hill or in bad terrain. I have to agree with this, it doesn't need to take tons of resources to make, the code should be simple enough to do as well. But what about those of us that have or used to live on planets that have tons of water, i.e. seas/oceans/lakes/rivers.., why can't we also build an offshore harvester? Something that you can use out in the middle of the water. I know from my experiences of living on Naboo, there were countless times that I could have gained 10-20% on a vein by being able to plant out in the water, and that 10-20% could have made the difference in what I was wanting to harvest.
Factories are a joke, STILL. Doctors need a Food/Chem factory this is one lot, Tailors need a clothing factory, this too is but one lot, DE's, WS's, AS's need an equiptment factory, this also is but one lot, however, the Architect, he needs a HUGE structure factory, and this takes 2 lots, as well as more power, more money, more time, more space.. blah blah blah. Let's bring the structure factory down to 1 lot and bring it in line with the others.
I also think that a FACTORY should be more efficient vs. doing it all by hand, thus, it should not require so much time to make items in it. I can generally figure that it takes 3-4x more time to make something in a factory than it does to make things by hand, yet, alot of the larger items schematics call for FACTORY CRATED ITEMS. Well, technically, Ore Mining Units shouldn't be allowed to be used then, WHY? Because, they don't CRATE. yeah, yeah, cheap shot, cause they have identical serial numbers, but hey, it's a reason to complain about it isn't it.. hehe. Honestly though, for all the ADDITIONS to this game, they can't even fix the ore mining units not crating? I mean come on now, how hard is that one? They got the new lights to do it, why can't they get the OLD ore mining units to do it now too? Hmmm...
GCW: Well now isn't this funny that this is being brought up again, and again, and again. This is something that is about as old as the OMU's not getting crated. Why can't an Architect build an Imperial or Rebel base? Why can't they build structures and walls for one? Why can't they build the main parts of a turret, add a cannon from a weaponsmith and give out factional turrets, based on Imperial or Rebel faction point purchased schematics? Honestly, I doubt that taking this up with the Dev's again will get us anywhere, but Dvnce, please do try.
In all honesty, I like the fact that you are trying to get us something from the dev's, but I would much rather have the dev's do one thing, before adding anything else. FIX WHAT IS ALREADY BROKEN, before they give us something else that is broken. Fix the OMU's not crating for starters. Asking for new stuff from them, even though getting involved in the GCW and Renewable forms of income are old arguments, is not getting anyone, anywhere. We, as a group, should be asking for fixes first, and new things second. We need to list out what is broken, and push to have that addressed, while all that while, working on what else we'd like to see. I'm so tired of playing a game that is continually broken, and rather than having them focus on fixing the small stuff, they just keep adding new stuff and having that be broken too.
Sorry for the rant here folks, I know that this really is to be constructive, but I think we really need to take a look at our priorities here.
issue #1: We saw in the brief PUB 7 that 11s and 14s are possible....WHY ARE THEY NOT STILL POSSIBLE??? what is preventing us from making them rightg now. is something gated?
ISSUE #2 VARIETY: we where also discussing making harvestors not so cookie cutter.....that is allowing us to effect not only extraction but power usage and maintence costs....if those items could also be experimented on then there would be a variety..not al 13s would be the same and people might have uses for 12s as well... also it might be nice to see some new kinds of harvetsors that take up 2 lots or more....i for one would personally like to deal with 1 haverstors with BER 50 that took up 4 lots as opposed to have to **edit** around with 4 seperate ones...i would really like to get the last idea on the table...once any kind of variety is put into the game, i believe we will see sales increase again
ISSUE #3: FACTORY TIME: there are more issues here than just making things work faster. The entire factory time needs to be looked at....did you know it takes 3X as long to produce a small armor segment than it does generator turbine....i can make harvetsors faster than i can synthetic cloth....most of the current default times need evaluating and adjusting.
Rather than start a NEW thread i will just discuss this here...we need some fresh products
NEW STRUCTURES....
player garage attachments....an actual gararage you can place near your house...while parked there your vehicle doesnt decay...might also be able to store vehicles ther einstead of on your datapad...could also be a "stable" for the people with mounts and what not
Warehouse ---- could be 3 sizes based on storage...basically a simple one or two room structure for the purpose of storage.
Storefront --- a commericial business structure.... tents are ok but we need some actually structuces taht dont look like every one is a bedoquin carpet merchant... could be small 1-3 room structures and they could also be PROFESSION SPECIFIC....bakery, weapon smith, clothing store etc....the store structure should be easily distiquishable from homes.
STAR WARS STYLE HOMES --- i dont really see any styles that reflect the Star Wars style i am used to seeing in the original 3 movies...yet the tat style and naboo work but the other style is missing...i dont know how to describe it...it looks like the city on Bespin and is also seen at the end of ROTJ during the celebrations...the generic/corellian styles dont really say star wars to me
NEW STRUCTURES THAT ARE ALREADY IN THE GAME