Architect Archive
Thread: Extraction rates tied to decay
So hows this for an idea, because it seems that GreenMarine has made it clear that some form of exp extraction will stay, perhaps we can tie decay to the extraction rate... for eample, that heavy harvestor will slowly become less efficient... 10....9....8....etc. This would require a replacement part... makes sense, wear and tear on a dril bit as it were.
Just trying to generate some discussion on this idea.... sad that i have to bump it mayself.
Like i explained in Archangels rate/rave section... doing this will allow 2 things,
1) allow architects to make a replacement part for the declining efficiency
2) becuase the efficiency can never be fully restored, these permanent objects will eventually become so decrepid that people will by another.
Also heavies that you have now with an extraction rate of 7 will not be totally worthless because they still "work" as opposed to a heavy that will eventaully decay down to an extraction rate of 2 or 1... or even 0
Personally, I think harvesters should decay every time you redeed them. Makes perfect sense logically (its going to hurt something moving a harvester, esp a large one), and it gives the player the most control over how often your harvester decays. You can leave a harvester where it is and mine whatever comes up under it (thus not incurring any decay), or you can move harvesters around a lot trying to get the best of the best every week (thus getting a lot of decay and needing to buy new harvesters periodically.)
They could tie it in to extraction rates, or whatever, I don't care. I just would rather not see harvesters decay over time as they are sitting there being used... not unless they put in some sort of repair as well to let us fix harvesters, that is.
I like the idea of having to make replacement parts for harvesters. Maybefor exampletheLight Ore Mining Unit for Mineral Mining Installations. As the Light Ore Mining Unit decays, the extraction rate decreases. There is already a durability experimentation bar that doesn't seem to have much effect, maybe the part could have a durability that would drop for every unit mined, as it goes to zero the rates get progressively worse. I'm thinking something like this...
I make a light ore mining unit for a mineral mining installation. Because Iexperiment I get a 6kg/h extract rate. Let's say that we added durability to the part and my un-experimented part was 25000 durability. So when I put this into a mineral installation I get a 6kg/h extract rate to start. As it decays, losing 1 durability for each resource unit mined, the extraction rate decreases linearly toward the base of 4kg/h extract rate. When the durability gets to zero, the part breaks and the harvester stops extracting until a replacement part is found. Maybe if I experimented on durability instead of extract rate I could get a 4kg/h extract rate with 50000 durability. This one would just mine 50000 resource units at the base rate of 4kg/h all along.
This would keep the bigger harvesters better than the little ones and at the same time provide a need for architects to craft expendable parts.
PegiAlico wrote:
I like the idea of having to make replacement parts for harvesters. Maybefor exampletheLight Ore Mining Unit for Mineral Mining Installations. As the Light Ore Mining Unit decays, the extraction rate decreases. There is already a durability experimentation bar that doesn't seem to have much effect, maybe the part could have a durability that would drop for every unit mined, as it goes to zero the rates get progressively worse. I'm thinking something like this...
I make a light ore mining unit for a mineral mining installation. Because Iexperiment I get a 6kg/h extract rate. Let's say that we added durability to the part and my un-experimented part was 25000 durability. So when I put this into a mineral installation I get a 6kg/h extract rate to start. As it decays, losing 1 durability for each resource unit mined, the extraction rate decreases linearly toward the base of 4kg/h extract rate. When the durability gets to zero, the part breaks and the harvester stops extracting until a replacement part is found. Maybe if I experimented on durability instead of extract rate I could get a 4kg/h extract rate with 50000 durability. This one would just mine 50000 resource units at the base rate of 4kg/h all along.
This would keep the bigger harvesters better than the little ones and at the same time provide a need for architects to craft expendable parts.
Christ, you'd be replacing ore units every 4 days at that rate. A little much I think.