Architect Archive
Thread: Which resources and qualities do you look for?
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Ghost517
Mon Dec 15, 2003 11:16 am
#1
Just wondering which resources architects need to build their items. And then , which quality is most important on a specific resource. I want to know so I dont end up harvesting crap resources. Thanks for any info.
ZenDragonMLS
Tue Dec 16, 2003 1:14 am
#2
Good question. I'm working on a detailed answer to put up on the web to make it easier to communicate to resource miners. I'll give you a summary here. BTW - this is focused on the on-going architect who makes their living building and selling things - it is not targeted at people grinding up to Master Architect because their holo told them to. There are other threads around that target that specific set of resources.
*In general*, architects need huge quantities of whatever they are using - like 50K-500K of a specific resource. In general, the attributes of the resource don't matter a bit. However, there are some specific things that architects make where the attributes do matter. One key thing you should do if you are an architect is to figure out if you have any "specialty" (e.g., houses, furniture, crafting stations) and then adjust your resource profile accordingly.
furniture - metal, steel, aluminum, copper - no attributes matter; the "white" furniture needs some very specific "named" resources (like titanium aluminum or xxxxx intrusive ore).
houses - ore, metal, aluminum, copper, chemical, reactive gas - no attributes matter
harvesters - ore, metal, steel, aluminum, copper, lube oil, reactive gas, inert gas - no attributes matter for 90% of the uses, but that last 10% is crucial to high-rated harvesters
high-rated harvesters - steel, metal, ore that has high UT, HR, SR; specificially, calculate (2 * UT) + HR + SR. The closer this is to 4000, the better off you are. In general, I would say that if this score is lower than 3500, then that resource probably goes into walls where quality doesn't matter, so that's *my* threashold on whether I'd pay extra for the resource
crafting stations (basic) - metal with as high a conductivity as possible - in general anything less than 950 isn't worth fooling with
crafting stations (advanced) - this is the basic crafting station with all of the optional components - the optional components are really Master Artisan and Droid Engineer items - in general they are driven by high OQ - I'll let someone who focuses on these enumerate the material list for them
Hope this helps.
*In general*, architects need huge quantities of whatever they are using - like 50K-500K of a specific resource. In general, the attributes of the resource don't matter a bit. However, there are some specific things that architects make where the attributes do matter. One key thing you should do if you are an architect is to figure out if you have any "specialty" (e.g., houses, furniture, crafting stations) and then adjust your resource profile accordingly.
furniture - metal, steel, aluminum, copper - no attributes matter; the "white" furniture needs some very specific "named" resources (like titanium aluminum or xxxxx intrusive ore).
houses - ore, metal, aluminum, copper, chemical, reactive gas - no attributes matter
harvesters - ore, metal, steel, aluminum, copper, lube oil, reactive gas, inert gas - no attributes matter for 90% of the uses, but that last 10% is crucial to high-rated harvesters
high-rated harvesters - steel, metal, ore that has high UT, HR, SR; specificially, calculate (2 * UT) + HR + SR. The closer this is to 4000, the better off you are. In general, I would say that if this score is lower than 3500, then that resource probably goes into walls where quality doesn't matter, so that's *my* threashold on whether I'd pay extra for the resource
crafting stations (basic) - metal with as high a conductivity as possible - in general anything less than 950 isn't worth fooling with
crafting stations (advanced) - this is the basic crafting station with all of the optional components - the optional components are really Master Artisan and Droid Engineer items - in general they are driven by high OQ - I'll let someone who focuses on these enumerate the material list for them
Hope this helps.
Fred75
Tue Dec 16, 2003 1:55 am
#3
Basically as the other poster said. In general though ORE ORE and MORE ORE!!!! 
Seriously, ore is probably the most needed item, followed by steel (actually a lot of times any 'metal' can be used, but steel is listed as it's usually most abundant.
Give me large supplies of ore, and I'll bazaar hunt for the rest lol..
Seriously, ore is probably the most needed item, followed by steel (actually a lot of times any 'metal' can be used, but steel is listed as it's usually most abundant.
Give me large supplies of ore, and I'll bazaar hunt for the rest lol..
Pawlin
Tue Dec 16, 2003 3:55 am
#4
ZenDragonMLS wrote:
crafting stations (advanced) - this is the basic crafting station with all of the optional components - the optional components are really Master Artisan and Droid Engineer items - in general they are driven by high OQ - I'll let someone who focuses on these enumerate the material list for them
The optional parts require:
Metal, Steel, Copper, Ore, Polymer and Inert gas all with high OQ. Don't need high quantities though.
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