Architect Archive
Thread: Experimentation, a way to make it be viable... Every time!
Well my biggest grievance with experimentation is that it would be hard to make schematics out of everything. It would be too costly to be practicable. However I think this might be a solid compromise.
Let's use Medium harvesters for example:
- 1 generator turbine is required.
- 1small storage moduleis required.
- 3 sturctural/wall modules are required.
People want; maintence to be less; power to be less; or for them to harvest more.
- You want increased harvesting performance: 100% generator turbine
- You want increased storage capacity: 100% small storage module
- You want decreased maintence: 100% structural/wall module
- You want decreased power consumption: 100% conductivity
The beauty is that now you only have to make 1 schematical component instead of making everything. You can make a schematic of the final model if you wish. This would save a huge amount of resources and, I feel, making experimentation very worthwhile. This type of layout can be laid to every single architectural item. For example, a factory, if you want it to produce faster: 100% Manufacturing Mechanism.
What do other architects think?
I recently built my first factory out of crappy rocks and pieces of metal I found laying around the soil. I put the entire thing together while shuffling through the dirt for gas pockets. Funny thing is . . . it's probably just as good as the uber high quality max experimented titan factory that Mr. Master Architect spent weeks working on!
C'mon, give SOME reason to do the job right.
Consistency my friend. How can you guarantee quality without consistency? You may have a critical failure on the final combine during experiementation and lose 20% to a stat. How can you justify a higher price* if your product ends up being screwed up.
* This is what we are all talking about here right? I mean the whole point of adding experimentation is so we can differentiate ourselves and sell for higher prices. Right?
Thats just it Canda...in theory ![]()
This idea would put us more on a par with weaponcrafters and armorcrafters. Not in pricing per resource of course, but in how we build our product.
One of the advantages of factory ownership is making that uber schematic and then running off a few hundred copies. Architects don't have that option currently. Experimenting on a final structure (if experimentation worked) could be incredibly costly, since we could blow a 20k resource item very easily trying to make it more efficient or whatever. But having experimentation work on the subcomponents and having that carry over to the final product, would allow us to lower the risk. While our subcomponent schematics are more resource intensive than a weaponcrafters final schematic, they are much more affordable than a critical fail experiment on a large house.