Architect Archive
Thread: Harvester idea...
With the upcoming addition of player cities I thought I might bring up a new idea, hopefully it is new anyway.
With the introduction of player cities we will see many of the viable harvesting locations quickly disappear - eaten up by player cities. While all the long, both later and now, many locations are left unavailable for a harvester to be place at... mountains, rivers, steep slopes or rough land, etc. Why? because medium and large harvesters cannot be placed on anything but level ground, and personals can go where many harvesters cannot, but the mountains are left un-harvested do to the steep slopes and drastic change in the landscape. Then you have the rivers that cut through many planets... (this is a major problem for me - beings I'm on Corellia most of the time)... and I'm sure many have run it to that problem of surveying along only to find that the highest concentrate is located right in the middle of the river, and having to settle for a spot that is 15-25% lower due to having to move to level / dry ground.
My suggestion for the current Construction tree to replace it with- Harsh Terrain Harvesters. Harvesters designed to be used in the areas that most of the harvesters cannot be used. This will insure that more level land will be left open for the player cities that will be built... and will allow more of the mountainous and river areas to be used as locations of mining instead of being left open, unused and unexplored. They would be specialized harvester to be used in specific places - there will be one type for mountains, one for rivers and shallow lakes, and one for rough land.
They would be available as you climb the, what is now, construction tree. And the 3 types would come in 3 different designs looks, but instead of having to build different structures for each type and style of harvester (current example- building a large floral harvester which has a bigger floor plate size while at the same time produces more... or personal floral harvester, which has a much smaller floor plate size but produces much less then the larger harvesters, etc.) you would build components that make the final harvester what it would be. For example... you want to have a harvester that will work in the mountains that will harvest minerals at the highest rate possible: So you build the harvester main structure which is designed to be placed in the mountains... then you build a component which is designed to mine minerals... finally you construct the component to mine at the highest rate possible. The result would be a harvester that can only be used in the mountains to mine minerals at the highest rate. This would help reduce the amount of extra graphics for each type of harvester, while at the same time allowing more places to become available for harvesting.
Proposed Tree:
Harsh Terrain Harvester (Construction I: Intermediate)
- Rough Terrain Harvester Structure (allows the structure to be placed on rough terrain only)
- Light Harvesting component (personal harvester rate)
- Moisture Evaporating unit (Collects water)
- Floral Production unit (Collects Floral units)
- Wind Collection Device (Wind power collector)
- Harvester Collection Module (Storage Module)
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Complex Harsh Terrain Harvester (Construction II)
- Gas Retrieval Unit (Collects Gas units)
- Mineral Mining Mechanism (Collects Mineral units)
- Chemical Extraction Mechanism (Collects chemical units)
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Platform Harvesters (Construction III)
- Platform Harvester Structure (allows the structure to be placed on water or shore-lines only)
- Medium Harvesting Component (collects at the medium harvester rate)
- Solar Panel array (Solar power collector)
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??? (Construction IV)
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Master Architect
- Mountain Terrain Harvester Structure (allows the structure to be placed on mountain terrain only)
- Fusion Generator unit (Collect Fusion power)
- Heavy Harvesting Component (collects at the Heavy harvester rate)
That is just some thoughts I had... still haven't thought it completely through as I'm sure many will notice... but was hoping for some peoples thought on the idea.
Thanks all
i like the idea you posted above.
I would like to add an additional idea on top of that.
New Harvesters:
"super Heavies" that cost twice as much resources to build as the heavies use.... need twice the amount maint/power BUT also require 2 lots used.
"Ultra Heavies" that cost twice as much resources to build as the "Super heavies" use Twice the amount maint/power as "super heavies" BUT also require4 lots used
"Extreme Heavies" that cost twice as much resources to build as the "Ultra heavies" use Twice the amount maint/power as "Ultra heavies" BUT also require8 lots used
I like your idea, but don't see the point of the 2nd post. Why get a superheavy if it takes 2 lots, instead of just placing 2 heavies? What is the benefit?
Note, harvestors will be allowed in player cities. On the Dev chat on stratics the devs said harvestors would be allowed in cities, and one way a city could get revenue, meaning the city can tax your harvestors if they are in the city limits.
I see no point in harvestors bigger than a Heavy, more resources is not at issue and would be counter productive to our profesion, we want people to buy a lot of things, not just one big thing.
However I do like the idea of different terrain harvestors, they should be much harder to make, and perhaps even produce only80% of the ratea standard one does. ( makes a wider range or products )
But I like the idea.
I'd like to see a set of harvestors @ master so we don't have any of these 0/0/4/0 novices running around...
Dayln wrote:
I see no point in harvestors bigger than a Heavy, more resources is not at issue and would be counter productive to our profesion, we want people to buy a lot of things, not just one big thing.
However I do like the idea of different terrain harvestors, they should be much harder to make, and perhaps even produce only80% of the ratea standard one does. ( makes a wider range or products )
But I like the idea.
harvesting more resources isn't the point!. Buildeing different things is. there are 3 tpyes of harvesters for mineral right now... small, medium, large... all I'm suggesting is allowing there to be built an XL, XXL, XXXL More choice, more things to build.
They cost more to build, cost more to run, you get more resources out of them they use more lots... think it thru....
You build harvesters for people who like to mine and sell there resources correct? Well what premium would a mining company pay so they can buy a XXXL that uses 8 lots for them and have only ONE harvester to maintaing as opposed to 8 Heavies? Personally I'd pay an extra 50k just for that option alone.
Anyway My post it no different then the orginial post.... where he states that he is wooried that useable land will will be taken up by cities... so he thought move harvs to harsh terain. (add additional things to build) MY solution to the same problem is to create a harv to take the place of 8 harvs. less room taekn up by harvs... AND more things to build as well.
I disagree, mining resrouces is too easy now.
if you wanted to lower the pull rate of the existing harvestors and add one in there I might agree.
But either way it does not answer the need, the need is a recuring need, not just new items that eventually everyone will have.
Dayln wrote:
if you wanted to lower the pull rate of the existing harvestors and add one in there I might agree.
Hey I totaly agree with that statement.... guess what the devs tried to that there was such an outcry from test center no less that they finally said no... this ain't ever goona happen
But either way it does not answer the need, the need is a recuring need, not just new items that eventually everyone will have.
I also agree with this.... Decay is needed... I support decay 100%....but it aint gonna happen.... read the boards only archs want this on no one else... they veiw it a a pain for them.
What what the solution? I don't know .... I suggested added more items into the game as did the original poster to...... ADD VALUE to the new items... original posted suggested a unique tool to mine harsh terain. I sugged a unquie tool to combine lots. This is a value added machine we could build in the interm until such time that cities come out and then hopefully we get a role in vehicles... and then hopefully a role in star craft and *pray the the power that be* space stations!
No one is gonna be 100% happy with anything.... the devs are backed into a corner and the economy is screwed I don't think many people disagree with that. Minor tweeks and I mena very minor ones will have to snuck in over a long time to fix this economy.... one BIG Adjustment and the economy will swing the exact opposite way (which isn't good either)
I fully agree with oracomm2.
The benefit is purely that you will have less harvesters to check, and less garbage cluttering the landscape. This does seriously need to be addressed. If I could roll the 6 or 8 harvesters that I generally have in one place anyways into one? Awesome. I'm saving time messing with the machines by a factor of 6, there's 1 structure out there eating up the land instead of 6 or 8.
Also, sometimes I will drop 8 heavies...the initial drop will be on a 64% spot, while the last one may be down to 50% or so, depending on the terrain and the other structures around.
This idea saves us time doing the most complained about activity, it makes us more efficient than having 8 machines, and it gets rid of clutter.
/wellDeservedBump
Acer