Architect Archive

Thread: Factory Workforce Modules Just a rough idea

cosno
Wed Feb 02, 2005 9:17 pm
#1


Here is a bit of a goofy thought I had.


Factory Workforce Modules


This would be a module that you install into a factory. I guess you could call it a factory power-up.


The module would have 2 ratings to it. They would be as follows:

Module Level - Module level would be 1-6. The higher level the module the greater reduction in manufacturing time. (See below)


Item Count - This would dictate how many items the factory would produce at the reduced time. This is what we would experiment on as a Master Architect. The higher we experiment, the more items the factory can produce at a reduced time.


For example. You make a Level 6 Workforce Module with an 800 item count. Here is what would happen.

You drop in a full run of 1000 items that would take 100 seconds each. The module would reduce the time to 75 seconds but only on the first 800 items. Once it makes 800 then the module drops and you are back at regular production speed of 100 seconds.


Workforce Modules are only craftable by a Master Architect. Any schematic made by an architect for this module are non-tradeable.


Level 1 Module - 3% decrease in production time

Level 2 Module - 7% decrease in production time

Level 3 module - 10% decrease in production time

Level 4 module - 15% decrease

Level 5 module - 19% decrease

Level 6 module - 25% decrease


Pretty goofy or what?


Just another quick idea. Instead of letting people buy bases and turrets from a faction recruiter, the recruiter sells them the schematic. Then they must seek out an architect with the same factional alignment to manufacture the base. These would have to be one shot only schematics.


Any thoughts....??


Freud

Master Artisan / Master Architect / Master Droid Engineer - same template for over a year now!

Intrepid





Freud Industries
The Grand Mall of Idlewind Springs, Naboo -304 475
+12 Master Artisan, +12 Master Architect, +12 Master Droid Engineer
Proud Mayor of Idlewind Springs

Sataki
Sun Feb 06, 2005 2:10 pm
#2

I like the base schematic idea. That way it wouldn't be much different than now except the additional step of having an architect construct it. IT will give us a renewable income source (as bases get destroyed) but still not remove the faction point sink of buying them.....Great Idea in my opinion, One use is definitely a requirement though.



Aristaki
~ Order of the Fallen Cross ~


Maasedge
Mon Feb 07, 2005 1:14 am
#3



cosno wrote:
Here is a bit of a goofy thought I had.
Factory Workforce Modules
This would be a module that you install into a factory. I guess you could call it a factory power-up.
The module would have 2 ratings to it. They would be as follows:
Module Level - Module level would be 1-6. The higher level the module the greater reduction in manufacturing time. (See below)
Item Count - This would dictate how many items the factory would produce at the reduced time. This is what we would experiment on as a Master Architect. The higher we experiment, the more items the factory can produce at a reduced time.
For example. You make a Level 6 Workforce Module with an 800 item count. Here is what would happen.
You drop in a full run of 1000 items that would take 100 seconds each. The module would reduce the time to 75 seconds but only on the first 800 items. Once it makes 800 then the module drops and you are back at regular production speed of 100 seconds.
Workforce Modules are only craftable by a Master Architect. Any schematic made by an architect for this module are non-tradeable.
Level 1 Module - 3% decrease in production time
Level 2 Module - 7% decrease in production time
Level 3 module - 10% decrease in production time
Level 4 module - 15% decrease
Level 5 module - 19% decrease
Level 6 module - 25% decrease
Pretty goofy or what?
Just another quick idea. Instead of letting people buy bases and turrets from a faction recruiter, the recruiter sells them the schematic. Then they must seek out an architect with the same factional alignment to manufacture the base. These would have to be one shot only schematics.
Any thoughts....??
Freud
Master Artisan / Master Architect / Master Droid Engineer - same template for over a year now!
Intrepid





I like this idea..it isnt really necessary, but still not a bad idea in any case.



Maas Neotek -Elder Architect

- I support people who give me money
"Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he's suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you'd better hope your hyperdrive is operational." - Kyle Katarn

bluejanus
Mon Feb 07, 2005 1:58 am
#4

An interesting idea, but I think the complexity and the delay involved in making factory runs is an intended obstacle.





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)
Anthemion
Mon Feb 07, 2005 12:18 pm
#5

I am quite fond of your idea, but I would suggest a different name. I'll leave that to someone more creative than me.

This would bring some variability to factories where experimentation means nothing while still giving up and coming architects a viable product. To maintain reasonable delays you may have to reduce the performance of the unmodified factory.

Oh, and it may be good to put a droid component of some sort in it. automation

Message Edited by Anthemion on 02-07-2005 03:01 PM




If you seek the truth, you will find it.

If you let someone tell you the truth, you will never know it.
An amusing game called ZeldereX
Page 1 of 1
Previous Next