Architect Archive
Thread: Architects Revenge ---- DONT SELL FUSIONS
I know many of you will not really be keen on this but i suggest that we as a group just stop selling Fusions....
If we did that then we would be the only ones with them and create a monopoly on power...
The galaxy would be ours
the point being?... who is going to use power other than artisans and people that will eventually build fusions
and windpoewr is doing great for me i constantly have 20k over stocked i don't sell it in case i miss a table shift
you can get a bsae 9 wind before you get to arch easy so we wouldn't be able to create an effective monoploy unless all other generators were nerfed
BTW, I haven't sold any fusions in over a month I believe. Very few anyway, and none for weeks.
What I tell people is to buy 13 BER heavy mineral harvs and use them.
Yes, they are more expensive to run (they use power and cost more in maintenance), but if/when fusions get fixed then the 13 BER minerals are still useful, whereas a 13 BER fusion will be tough to sell for more than 30k IMHO. Just try selling old 7/m heavies now, and you'll see.
Also, I don't see how they can not fix fusions.
Fusions are a one-resource item - they are only useful to grab radioactive. So making fusions and heavy minerals both cap atthe same rate, or fusions one better,makes no sense. The lower maint/power cost of fusions is not enough to justify the huge limitation on what it can pull.
Originally fusions were 13 and heavy minerals were 7. I don't really expect the same ratio, but the same absolute numerical advantage (6) would seem sensible. Heavy minerals are 13 tops, make fusions 19 tops (which is also the rumor, FWIW).
No problem here.. I hate making fusions anyway
(*cough* manufacturing mechanism *cough*)
i have a monopoly on the ore =)
top that!
/covers the best ore spots with heavies and leaves everyone else the 20-30% spots
/cackles gleefully
Dunno about you but that would cripple me since it only costs 0.9 cpu for power on my server I have all my power shipped in so I dont waste high value resource collecting slots on **edit** power.
Pretty dumb way of getting 'revenge' and for what, well I'm not sure !
They were very old pre first patch fusions that were bugged when re-deeded or something, resulting in insane extraction rates.
Not many around tho. Max that can be made at moment is 14.
I'm not worried. I recently invented the Fusion Neutrolizer Pulse which effectively renders a Fusion Power Plant useless permanently. Well, sort of, it makes the rate go down to 2 and spews out dirty underwear.
Luckily, I also invented the Anti-Fusion Neutrolizer Pulse chip which, when included in the construction of a Fusion Power structure, will resist all attempts at rendering it useless with the Fusion Neutrolizer Pulse gun.
However, the Anti-Fusion Neutrolizer Pulse chip will cost no less than 132,000 credits each, with retail pricing set at 155,000 credits.
That got me to thinking.
If I were to skip the whole Fusion Neutrolizer Pulse process, I could save a lot of manpower costs. These would be further multiplied by the savings of not having to rebuild harvesters containing the Anti-Fusion Neutrolizer Pulse chip. This would allow me to simply charge 66,000 credits from each Fusion Plant operator, for each Fusion Plant operated, and therefore offer a savings of over 50%.
Now, who wouldn't like to save 50%, I thought to myself, so we adopted that policy immediately.
Therefore, everyone who currently operates a Fusion Power plant, please send Korbyn 66,000 credits for each Fusion Plant you have placed. No need to send a thank-you bouquet for such a rockin' deal but a christmas card would be appreciated.
Best Regards,
The Fusion Neutrolizer Pulse Authority