Architect Archive
Thread: Things that might have been... (TC final results)
Q-3PO has put this issue to rest, but I thought I'd go ahead and post my experimentation results. I really had hoped they were going to allow this code to go through IF they raised the minimum hopper capacities to something more reasonable than what came down the pike.
I was going to post this yesterday, but by the time I'd collected the information and had alt-tabbed out to post it, Q-3PO had already beat me to it, and I'd just found a new quest related to thenew storyline arc...anyway, without further ado, here are my results. I've posted some of this before, but wanted to get it all in one spot.
1. Maintenance/Power consumption didn't change.
2. ALL harvester capacities were dependent upon experimentation on the FINAL combine. I think this is where I had the most worry about potential changes to the profession. I'd hate to see someone unable to sell something they had just spent 30K resources on and because of bad luck with the random number generator created something unsellable, or at worst case have to be sold at a loss.
3. Energy extractor rates were dependent on the FINAL combine. The deficit in our experimentation points was particularly rough for energy extractors as you had to chooseextraction rateOR hopper capacity,OR compromise both at the same time by splitting your points.
4. Medium and Large harvester extraction rates were dependent upon experimentation on a preliminary component. This was actually a very nice feature as it was worthwhile to experiment on your ore mining unit, light ore mining unit, fluidic drilling pump, or harvesting mechanism without risking a day's worth of components while you fiddled with them.
5.Personal harvesters and wind power were dependent on Artisan experimentation points. Everything else was architectural experimentation points.
6. There was a bug where the capacity of the wind and solars was swapped. Solars had capacities equivalent to personal harvesters (3K max), while Winds had capacites equivalent to large harvesters (50k max)
7. From what I could tell from my own observations and talking to others, the reason some harvesters retained their previous stats and some didn't seemed to boil down to what was actually deployed during the patch, and what was just sitting in a backpack somewhere. Deployed harvesters retained their stats, while unused deeds fell to the mighty nerf axe.
* = extrapolation
Personals
Capacity: 1500 - *3000 (I managed to crit fail one of the experiments, sowas able to get theexact minimum)
Extraction Rate: 2
Mediums
Capacity: *5000-*10000,(unexperimented running in the neighborhood of 5.5K, and "great" experiments runninga bitunder8K)
Extraction Rate: 4-6 Kg/hr for medium mineral harvesters (experimentation result < 40% = 4, 40-59 = 5, >60 = 6)
Larges
Capacity: *15K - *50K
Extraction Rate: dependent on type, but definitely modifiable. For High Efficiency Water Harvesters (the least resource intensive of the heavies) I was able to make7 (fail),8, and9 (>60) Kg/hr harvesters.
Winds
Capacity: 15K-50K
Rate: 4-6
Solar
Capacity: 1.5K - 3K (ewwwww!)
Rate: 6-9
Fusion
Didn't have the time/resources to test these. My prepatch didn't change. it had 100K capacity and a 13Kg/hr rate. A fellow architect was able to create a 19Kg/hr rate with 409K capacity.
I'm off for the weekend. If you're ever over on TC, look me up on Tatooine. ![]()
_-ArchAngel-_ wrote:
Actually Greenmarine (a dev) said that experimentation did not apply to extraction rates. Huh. Oh well... Not like it matters anymoreThanks for the info Lepo
Extraction rates were definitely experimentable. I dropped a medium 4kg/hr and the same time/same spotas a medium 6kg/hr, and the 6kg was definitely raking in higher resources. There might have been some confusion since the extraction rate was dependent on a subcombine, and not the final product.