Architect Archive
Thread: Data Terminals
Since Data Terminals do not work right now, from what I have been told. I thought the following would be great use of them.
Level 1 Data Terminal "Allows you to pay maintanence on your own personal harvesters"
Level 2 Data Terminal "Allows you to pay maintanence on all harvesters that you are admin on, your house/vendor". At this level emails will be sent to you when a harvester goes below x hours of maintanence.
Level 3 Data Terminall "Allows you to pay mainanence on all harvesters that you are admin on, all houses/vendors you are admin on and also gives you a charge showing the maintanence levels and power levels. This would allow you to manage all the units" At this level you have a slider bar to set the minimum level you want each unit to have before you get an email warning.
I think these should require materials from Droid engineers. Also maybe they could implement a droid that could do power for you. This would automate the process more, but should cost a ton of resources.
Let me know what you think.
Zorph
That is were the droids come into play. I thought if they could make a power droid that could do the power for you.
I don't want to shift the balance to much towards architect.
Zorph
Wondering what others think of this idea. I know it is just a regular idea and not a hot topic![]()
Zorph
As far as I know there are no immediate plans to provide easier ways to maintain harvesters etc. The main reason this is a problem is because your harvesters don't actually exist unless someone is near them (they don't get loaded unless someone is in the area and needs to see them). When they get loaded, a simulation plays catch-up for the harvester.
I think data terminals are supposed to simply be decoration.
Socould they make it so that you canbeam power from generators to nearby harvesters? Or maybe make power cables and run them to the harvester. That would handle the power problem.
And if you can remotely pay the maintenance, set the resource harvested, or even toggle them on and off then casual artisans can use harvesters alot more efficiently. You still have to go to the harvester to empty hoppers but that makes sense.
At more advanced levels you could buy a droid to maintain your harvesters and transport the materials to a central storehouse.
I don't think any of this would allow either the casual or hardcore player to harvest any more, but would allow them to focus on the crafting and selling portions of their craft. The trick to making the advancement process last longer shouldn't be the addition of tedious tasks, or lengthing time spent on tasks, but adding newcontent. What if we didn't automatically get schematics when reaching a level but have to go seek them out?Run a quest for a NPC to get one? Trade for them on the bazaar? Travel to different planets looking for them?
Oh well, just dreaming... ![]()