Architect Archive
Thread: A working system...
Okay, we all know we can use grindy resources on most of our stuff because the only thing that seems to matter is success or failure on the final assembly. However, I have devised a system, in sorts, that shouldn't be too difficult to implement and make our jobs a little more interesting. It only really effects harvesters, but I'm sure there's a smart guy somewhere out there who can find a way of cross applying this.
Okay, to start, make harvesters have an Experimental Efficiency bar. That way, by using the right materials, our harvesters can harvest better. Now, what should go into effecting this Experiment? Well, unit toughness, obviously, but how about a little decay resistance to boot?
Then figure in the following aspects:
The effectiveness of the little parts, like Generator Turbines and the such. I can't see why this should be that hard, since it's either the effectiveness of one, or 2-6 identical pieces. The trick is not to make it overly complicated. Have a calculation that grades a component on a scale from 1-10, and then add that total into a different column. Have every 5 points worth of component effectiveness equal to a boost in the actual harvesting speed.
The skill of the Architect. Using just the scale we have, make our Structure Assembly skill factor in. Say every 5 points is worth exactly that, 5 points. That way Master Architects don't just make more stuff, they make it better (yep, I stole it from BASF, let them sue me).
The difficulty of the object you're assembling. I'd think that making a Personal Harvester work better would be easier than making a Heavy work better. Have the difficulty factor into the final effectiveness computation, like for a heavy, make the final effectiveness total be divided by 3. That way you're not cranking out perfect harvesters everytime.
And finally, make the effectiveness of your tools factor in. If you have 19.5 tools and a 22 station, take the total and divided it by 10, then add that total to your total effectiveness.
Finally, my example:
Without going into a major amount of detail, lets say you're a Master Architect making a heavy mineral harvester using a 20 tool and a 20 station. The materials you're using, and bear with me, have an average of 850 UT and 650 DR. So, you start with the gen turbines and using the scale you devise, you come out with a +15 for both of them. Then the small storage modules, which you don't even have to figure in because they would effect hopper size. Then the Ore Mining Units, which come out to be +20 (you used the really good stuff). So from your components, you have a +35. Then you go to the Wall Mods, which I don't really think would factor in to how fast you harvest ore, so you can leave those out of the efficiency total. Then you go to the base assembly materials. The afforementioned averages give you a +8.5 and a +6.5. Then it comes down to the math. Figure in the Architect skill, which for arguement we'll say is +20, and then crunch the numbers.
Tools +20 (average the two)
Components +35
Resources +15
Skills +20
SubTotal +90
ST / 3 +30
Then all you would do is have that total be the experimental effectiveness and adjust the base harvesting speed by that percentage. So if a heavy is pulling at 5, it goes up to 6.7. Well, that part of the equation is based on what the devs think is fair, but it seems to be a start.
That's my theory. Now, I may not understand the level of complexity it takes to program a game like this, but if I can come up with a formula, I'm sure the programmers could find a way to make this work. And, as always, I'm open to suggestions.
Ach'leigh Seinnahi
Princess of the Derik'hur Highlands
Bria