Architect Archive
Thread: OMG Get the Harvesters out of Their Hands and other observations.
Before the economy completely colapses under the weight of the minerals I'd like to point out for your perusal and edification the reason personal harvesters should be the only harvesters available to anyone not not a senior crafts person, and frankly why IMHO heavys should only be operatable by architects.
For purposes of this example we will assume all resources to be the same, before you freak out I know they aren't but will explain in a later post if necessary why in the long run they are. I will also use 2 relatively available items if you have the cash. We will also assume 10,000 people on the server, that both of these items wear out in a month of heavy use. That each weapon or armor smith has a medium house, 1 factory and 3 heavy harvesters. We will also assume that they are friendless and can only use thier own lots, no additional resources are available
Full suit composite armor <2500 resource
laser rifle <400 resource
One heavy harvester can pull in 40k in resource in a week with little effort so each crafter will produce 120k in resource each week, or 480k in a month. Each weaponsmith will produce 1200 laser rifles a month and each armorsmith will produce and each armor smith will produce 192 full suits of composite armor a month. This means that assuming excessive rates of deteroration, limited mining space. The servers will support 8.3 weaponsmiths 52 armor smiths all who get to be trilionaires and friendlessin their steady state economy.
By the same token assuming the Architect has 1 small house 1 structure factory and 4 heavy harvesters. Will produce 640k resources a month. So 9.4 architects will produce everything the weapons and armor crafters will need forever inONE month. And will run missions ever after to pay maintenace on their small house and buy weapons and armor.
Now that we've taken care of the fightn' and feudn' lets look at the softer side of life for everyone else. This is for those who areselling at a bare profit to make it to the upper lvls where the'real money' is. Assumingthat of those 10k people on the server 1 in 5 will want to own a large house andbe able to aford it in terms purchase and maintenace. Since none of these itemsgo away thats 2000 large houses, with the lot restrictions on PA's I'd also be surprised to see a need for more than 200PA halls serverwide (thats assuming everyone on the server is in a PA and average PA size of 50) I personally have sold 3 of those PA's and 7 of those houses, how many will be left when you get there and how much fun willyou have being the guy trying to sell that 2000th house.
The single profession that could possibly use anything close to the amount of resources that are being produces is the architect. It is also the only profession who's equipment never wears out and never degrades. Perhaps turrets when they become available as a schematic will help that some with player cities. The only other profession who could put any sort of a drain on the resources harvested is the Chef with food that uses lots of resources and is quickly consumed. Coincidentally they are also the one class who cannot get the heavy harvesters they want at this time (go broken harvesting mechanism for large bioharvesters)
As a non-master crafter (and not likely to ever be one), I very much agree with this. There should be some serious skill level-based limits on anything above Personals.
Not only would this help curb the resource flood but it would also damp the issue of large guilds raking in so many resources by usingthe lots of all the members. I could live with it if all the non-crafter members could only place Personals to mine. But heavies? I shudder to think of it. That's just not one advantage I'd like guilds to have.
I really love this idea. I am sure there will be problems as there are in everything.
Zarcath, if you think that you can survive being an architect withou being a miner, I'd like to know how you are pulling it off.
I say gate non-architects to using personals only.
All in favor, say "Aye".
While I favor gating med and heavy harvesters to a single profession, I firmly disagree with architects being that profession.
Removing miner from the game completely screwed up the economy. All the fixes the devs are doing to patch the economy along (including the factory xp issue) would have been totally unnecessary if the miner profession had not been removed.
Bring back Miners!
Why do you say that Architects are the ones to be miners?
I would think a fighter class would be the optimal choice, since many of them don't use their lots.
The other way to look at it is that if we sell at prices that make our structures permanent then in the long run we fiddle ourselves.
If we try to sell at 'disposable ' levels then we keep a trade going for ever.
It costs lots to move your structures - at my prices the same as the original cost - Infact more if you have let it go into disrepair.
The bigger structures are EXTREMELY costly to make and therefore have differerent rules (mainly due to the need for a factory and the loss of 2 lots. But anything up to and including mediums SHOULD BE DISPOSABLE in order to keep open for ourselves a market.
The fact that large structures are so costly to make is what will make or break people as architects - and the survivors will be those that can sell at a price that an ordinary gamer can afford to pay - not those that can sit on a pile of credits and rot
Why do you say that Architects are the ones to be miners?
Probably because we use at least 10x the number of resources as any other crafting profession, so we should probably know a little more about digging holes. ![]()
Not that I necessarily agree with the idea, but that's one explanation.
I do agree, though, that there should probably be a limit on who can place medium and heavy harvesters. I also think that there should be a miner profession. But, I'll probably never see it.
As a side note, I don't think it's currently possible for them to put in a clause such as "any elite crafting class". Remember, with their poorly-designed skill database structure, it is impossible for them to use "OR" clauses for skill checks.