Architect Archive

Thread: Harvester Decay Idea Without Hurting 'Normal' Crafters

LukeBorgman
Mon Apr 25, 2005 8:41 am
#1

Problem: So when they were passing out decay, Architects were skipped. (...Candle and lamp-makers aside, and I know that Tailor decay is not enforced.) Unfortunately, if you just decay harvesters for normal use, then all crafters get hurt including Architects.


Background: Resource gathering is at the root of SWG crafting. As structures keep getting added to the landscape (which apparently don't even consume maintenance if the account is cancelled) surveying/harvesting gets harder and harder. The infrequency of good spawns makes Armorsmith and Weaponsmith take a year or so to even be able to start with any real success. Static harvester fields cover some of the nicest potential fields of remaining placeable land. These factors combine to cause some crafters to dominate while others are locked out. Of course, current dominant crafters are most interested in limiting, not encouraging, competition. That's bad for the economy and the game, but that's another story.


Solution: Have harvesters decay if they are not redeed after 30 days of use. Redeeding a harvester resets that timer. After 30 days, every 100k of resources pulled should reduce the BER. Let Artisans make harvester repair kits. Repair attempts will usually reduce storage capacity and have a small chance of destroying the harvester.


Other Helpful Measures:


  1. Allow harvester placement on slightly steeper terrain.

  2. Have structures consume maintenance even when the structure is owned by a cancelled account, then blow it up when their money's gone. Encourage moth-bathing of retirees.

  3. Allow houses to be packed into holochips that store decorations and internal item locations, but allow a retiring (temporarily, we hope) player topack houses and factories up, and get them off the landscape. A holochip would still tie up the same number of lots, but would not consume maintenance. Items inside would not be accessible. ...This process would need to be implemented anyway to eventually support server consolidations and the related server transfer with possessions.






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testing SWG again
Kryxal
Mon Apr 25, 2005 9:46 am
#2

The holochip idea would also allow you to move a house MUCH more easily...



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
bluejanus
Mon Apr 25, 2005 11:31 pm
#3

Does the game really treat harvester differently from other structures? I think I've seen housing deeds with energy as a contributed maintenace item.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Cafa
Tue Apr 26, 2005 10:09 am
#4

The problem with your scenario is that we will have even more burning fields that never disappear. They need to turn on poofing for havestors again and leave houses/factories immune, if nothing else.


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

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