Artisan Archive

Thread: Harevster How to repair? Maintenance Burn Rate?

Cantrip1012
Tue Jul 01, 2003 4:31 pm
#14

Actually, they have fixed it by making harveter damage imact performance.

Although I don't mean to be rude, I don't consider rebuilding vs repairing a harvester an exploit. I believe the maintenance cost of harvesters is overly high for the current cash-strapped economy, perhaps the developers wanted to offset potential inflation by setting prices at levels they felt would be good six months into the game.

I merely pointed out that players have the choice of spending a (currently) high level of credits on equipment upkeep before the economy, or spending a share of resources they use the harvesters to get to keep their resource operations going. Perhaps later, when players have disposable income, it will be more convienient to just throw 50,000 credits on their harvesters to keep them going, but right now it's hard to keep them funded, especially for people who don't have hours to do delivery missions.

As for the economy, if people rebuild their harvesters, they'll have more money to buy things, and less resources to sell to the market, which will benefit those who use credits for their harvesters, and end up with extra resources to make items people want to buy.
Cantrip1012
Wed Jul 02, 2003 12:37 am
#15

As for maintenance costs, it may be a better idea to just rebuild your harvesters every few days, rather than pay their maintenance, if you're low on credits.

A personal mineral extractor costs 110 (any) metal, 60 steel, 50 low grade ore, 15 (any) non-ferrous metal, and 15 aluminum.
Grouping all the components together into the minimum number of individual resources, you get 170 steel, 50 low grade ore, and 30 aluminum.

As tsxx1 said, maintenance costs are 720 credits a day (1440 for a wind generator). If you're a resource collector already, is replacing your harvester every 4 days (and spending resources) better or worse than paying 2880 (5760 for the wind generator) credits in maintenance for those four days? Don't forget that the costs are per individual harvester. If you have ten running, add a zero.

On the one hand, you don't need to worry about any deterioration if you pay maintenance, on the other, you pay nothing out of pocket for the harvesters, and when it comes time to replace them, you simply spend a small percentile of the resources they've collected over the four day spread.

Basically, it all boils down to what you perfer to spend to keep your harvesters running? Credits, or resources?
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