Artisan Archive

Thread: Harvester Fix

lanar
Fri Jul 11, 2003 1:28 pm
#1

Harvester Fix


Well I posted this in Holo’s post but on the 15th page so I fig it might do better on it’s own.


Ok here is a thought, instead of fighting the disposable harvesters, why not make them a consumable? Power could be put in at its inception. Then it just harvests till death (3-4 days), you collect the resources, and it poofs (could even work in a collection droid), then you put down another, cycle repeats. This would not only make a viable market for harvesters but would also fix the maintenance problem. On top of that with the traveling resource veins it also would make better sense than packing up and moving. Now imo this all seems kind of a carry over from when there was going to be a miner class (which is still viable, it's just like the merchant class. I would either drop these carry-overs or bring back the miner class). This idea would also cut down on the amount of time it would take for a casual or any gamer for that mater to manage there harvesters.


In closing Devs please consider this as it addresses many issues and I would think make everyone happy (well sort of) (some people are just perpetually grumpy and need to complain to live).


Thank you,


Lanar
Starsider
Beta 3 survivor

Philomorph
Fri Jul 11, 2003 4:28 pm
#2

Interesting idea. But if you mean that the power it's going to use would have to be put in when it's crafted, then you're going to cut out beginning crafters from the harvester market. As an architect, I don't have 3000 energy sitting around to include in every harvester schematic I make. And this would drive up the price quite a bit, since even a decent windmill placement takes 2 days to get that much juice.


And with resource shifts, you'd have to be very careful and/or lucky to make sure you got your full 3-4 days worth of use from it if you aren't able to move it.




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