Architect Archive
Thread: Experimenting on houses (walls)?
EuroTrash wrote:
Like someone said in another post - you can expeiment on factories - increase the storage, but it does not DO anything - you still can store 100 items...!
So, you can experiment on walls (houses) - gain "durability" - does that DO anything?
Thanks.
no, it does not.
I may test this for the community by making two small (round) naboo houses, one with experimented high quality walls, the other wtih standard 11% walls. (my average unexperminted). Then drop the two houses and pay 8 credits each (may only be 6 since I get 20% off). This gives one hour of maintenance each. Then I will see how long it takes them both to burn down.
I'll post my findings as soon as the experiment is done.
I don't think they do anything... But it would be nice if higher experimented ones decay'd slower? or cost less maintenance?
Vivyan
I'm also interested in the results. If it proves to reduce the decay rate, it will offer another selling point to structures.
Thanks!
Spryte <Haven> - Haven - Corellia- Scylla
Master Artisan / Master Architect
I'm sorry but I just cannot see how you arrive at that conclusion, until we get true decay, if ever, the rate a structure decays at is really not going to make the slightest difference to most folk. Harvs need to be managed regularly anyways, so paying maint is no chore, on personals if anything a faster decay rate is better here, since burning down rather than redeeding is cheaper, and for houses/buildings/factories I would think most people just put in 10k or whatever at a time so a day or 2 more on 'burn down' isn't worth spit. As I say, I cannot see how you think it could be worth anything.
Perelay wrote:
I'm also interested in the results. If it proves to reduce the decay rate, it will offer another selling point to structures.
I'm sorry but I just cannot see how you arrive at that conclusion, until we get true decay, if ever, the rate a structure decays at is really not going to make the slightest difference to most folk. Harvs need to be managed regularly anyways, so paying maint is no chore, on personals if anything a faster decay rate is better here, since burning down rather than redeeding is cheaper, and for houses/buildings/factories I would think most people just put in 10k or whatever at a time so a day or 2 more on 'burn down' isn't worth spit. As I say, I cannot see how you think it could be worth anything.
Bandola Wrote:
Perelay wrote:
I'm also interested in the results. If it proves to reduce the decay rate, it will offer another selling point to structures.
I have done this experiment to my satisfaction.
Experimentation on walls only increased the complexity of the final combine of a heavy harv and made the factory run longer. Still BER 13 and max storage on noth schematics with 4 more on complexity for one of them.
Fivo Asia
Cafa wrote:
I have done this experiment to my satisfaction.
Experimentation on walls only increased the complexity of the final combine of a heavy harv and made the factory run longer. Still BER 13 and max storage on noth schematics with 4 more on complexity for one of them.
Fivo Asia
Fivo, happy to see you have tested this. In scientific terms I guess you could call this the 'expected result'. Since it has been established before that experimentation increases complexity, then it is not too suprising to find that using more complex walls increases the complexity of the final build. I just wonder if you can confirm that you recorded the complexity of the final combine before experimenting up to BER 13 ? This is important because the success of experimentation (even the unseen success rates ?) would be likely to affect the complexity.
If this is indeed (as I suspect) the case, then I plan to stop experimenting my walls (I generally take them all the way to 46% durability just in case it is worth anything now or later), seems little point in gaining nothing at the expense of longer factory runs, which means both time and money wasted.