Architect Archive
Thread: What do Architect really need in the way of resources?
When SWG is released for sale in the UK I will probably start a 2nd account which will probably aim for Architect (eventually). Can someone tell me which resources (and with which goodproperties) an Architect would mostwant?
Thanks
Ore and Metal (any metal) comprise the bulk of resources used. Followed by Steel, Aluminum, Copper, Chemical (any chemical but preferably Polymer and Fiberplast since these have a UT rating), and Reactive Gas.
You will want to look for high UT materials. Decay is not currently implemented (and may never be) but DR is used for structure durability.
70% of what you need is Ore, any kind, lots of it. Unit toughness is nice but not nessessary
20% of what you need is Metal, any kind. Unit toughness is nice but not nessessary
The rest you need smaller ammounts. On all of them Unit toughness is very important and to a slightly lesser degree Decay resistance.
Steel ( any kind )
Carbonate ore
Copper ( nice to have good conductivity here also )
Reactive gas ( any kind )
Chemical ( any kind )
Just a little Inert gas of any kindfor some components.
A starting architect can get by uning 5 lots for ore, 2 lots for metal, 1 lot that rotates on the other items and 1 lot for a house. You will have to adjust from time to time, but that is the basic formula. Once you make level 4 in construction or buildings you need a factory, you can either use 2 lots to place one or get another architect to let you use his. It really helps if you have a friend or two that will let you use some of their lots.
If you are jsut grinding for XP then ALL you need is bulk ore and bulk metal, and you dont need a house. Put 3 on metal and 7 on ore and you can make walls till the cows come home. If you get a good percentage of metal you can sometimes get by with only 2 on metal and 8 on ore.
A few ideas:
Some architects like to pre-make a bunch of deeds and slap them on a vendor and wait for them to sell. This model tends to work in high traffic areas where a lot of people can see your vendor. It has the disadvantage of having to pay maintenance on a vendor that has millions of credits of inventory.
The other method is just to keep large quantities of components on your person and as you wander around either spamming ads or displaying your architect tag, people will ask you about sales. Get a structure crafting droid, and make people's orders for them on the spot in under 5 minutes. This is a good selling point especially if you price high, since many of the game's richer clientele would rather have a product right now then have to wander off to your vendor even it it saves them 100k (or more). This method can be employed passively or actively. I use it passively and just go about my regular business and deal with people who tell me as I pass by. The active method is standing in a busy city and spamming ads at people.
As for a pricing guide... do yourself and your profession a favor and try to sell your goods for 5 credits per unit. Although his resource advice was very poignant, his business model is apparently the "fun" and not the "profitable" method. Do not listen to Dayln's pricing. If you think I'm insane, read the Morale threadin the Arch representative section and you'll notice that people like Dayln appear on virtually everyone's "things which derpress me about being an architect" list.
For an excellent guide to schematics for architects and the resources required, (as well as resource types and planet locations) use www.swgcraft.com. Under skill-tree (architect) you will see all objects craftable by architects and the resources needed.