Architect Archive
Thread: Artisan and Architect Specific Harvesters
Probably already came up, I haven't read the millions of messages on the Arch board....but:
Being a budding Architect and having got into it enough to reallize the economic problems of the skill I'm wondering why there aren't harvesters that you have to be an Architect to operate.
Everyone's seeing resources prices rise to over 3cr/u and structure prices drop to less than 2.5cr/u needed to make them. Arch's need to make a profit to survive or why do it?
You can't use stim-b's or up unless you climb the medic tree. You can't use advanced camps unless you climb the scout tree. You can't use advanced creature unless you climb the CH tree. Etc.
You shouldn't be able to use Heavy Harvesters unless you climb the Arch tree.
Just a thought. AND..that's only my opinion, and I could be wrong ![]()
WOW, now this is a new twist. So you only want Architects to be able to make their own Heavy Harvesters and not be able to sell them to any other profession?!?!?! Gee that might be the straw that broke the camels back of the current piss poor economy, holy smokes.
I don't think all the people I have sold heavies to would like this at all and I know I don't want to use all the heavies I have on my vendor for myself, I need the credits man.
TAfirehawk wrote:
WOW, now this is a new twist. So you only want Architects to be able to make their own Heavy Harvesters and not be able to sell them to any other profession?!?!?! Gee that might be the straw that broke the camels back of the current piss poor economy, holy smokes.
I don't think all the people I have sold heavies to would like this at all and I know I don't want to use all the heavies I have on my vendor for myself, I need the credits man.
Personally, any architect that sells heavy harvesters to other players is in my opinion, a poor business strategist and naive about economics, especially galaxynomics. Galaxynomics is not a straightforward affair and while player markets may resemble that of real life corporate resellers, it isn't like that at all. With galaxynomics, Nike would sell their shoes for 2 dollars to outbid Raebok who is selling their shoes for 60 dollars a pair. Nike would run out of shoes in 3 weeks and buy shoes from Sweatshops for 10 dollars a pair to fill the remainder of their orders which they would now sell their shoes mysteriously for 12 dollars a pair. Corporate Nike galaxynomic execs would high five each other and say DuDe u RoXrS - we rich! while everyone in the shoe industry stared with their mouths open wide at why Nike was stupid and foolish. When Nike finally analyzed their revenue for the year they would realize that they just lost 80% profit margin and need to file for bankruptcy. Of course Nike would untrain it's shoe contracting business and go into business in the Iron Chef competition but...
Selling heavy harvesters to other players is the moronic attempt at saying "Hey I don't know how to make money doing other things and I figured I would give the masses of players out there a way to out produce the market and undercut my own business profit. It's as simple as that. If you don't know why or don't understand why you are either too young to know or have a sound philosophy on good business practices, or you just don't give a crap about the damage you do to the industry.
Ok, thanks for the comments...but this is wandering.
Point isthere are weapons selling for 1000's of credits per unit required to make them, weapons selling for more than PA Halls. I realize some of those units are BE and rare.
Controlling Heavy's would make some of the ingredients Architects need worth more simply because they are required in massive amounts. Rare vs. Massive but still would be somewhat effective in getting more that 2.5 to 3.0 cr/u for a finished product when joe-blow thinks he can make more money selling resources.
I've seen inorganic materials on vendors for 5.0 to 7.0 cr/u...hah! Yeah right! And then people complain when I charge 3 cr/u required to make a house or a harvester.