Artisan Archive
Thread: Re-deeding generators & harvesters
Last night I went to move my generator as the resource had moved, as this is the first installation I've tried to move I was a tad shocked when I saw that the maint needs to be +3000 to redeed the generator!!!!
Sorry if I'm a bit late on the uptake but why is this so expensive? It would be cheaper for me to just buy (or make) another generator (I think they go for between 1-2K where I am) and let this one rot or destroy it (as it is I'm just harvesting the new resource at a much lower density for the time being)
Or should we be charging more for generators?
p.s. is 3k the standard charge for redeeding an installation or does each type/size of installation have a different charge?
I can't imagine how it would ever be profitable or wise to reclaim the deed on a harvester if you no longer plan on using it where it is placed. If resources shift, I leave my harvesters in place and harvest something else--even if I don't know what it is or what to do with it--until the maintenance and power run out. Then I destroy the harvester. I figure I'll eventually figure out what to do with the resource.
By the way, what is Known Solid Petrochemical Fuel used for? I have a bunch of it from harvesting after a resource shift.
personal extractors only requite 1500cr.
I don't have any instalations but it's definatly NOT worth the price to re-deed a personal harvester, its far easier to make another one than to pay all that money just to find another site which in 2 or 3 days will have different resources anyways.
Since I'm still in the skill up phase I keep my harvesters where they are and just change the resources they get. I've lucked out with one of my harvesters it always seems to be on a spot with good resources *knock on wood*
This probably has been discussed many times, but I'll add my two cents into it...
If you already have maintenance in the harvester, it "can" be not that bad to reclaim the deed. For instance, I had about 200 remaining credits in it so it was "only" 1300 credits for me to redeed the harvester. I say only because at any given time I probably have 3000-6000 on me or in my bank. Usually paying for a harvester that is at full maintenance isn't the end of the world, and I think the requirement is so high to prevent people plopping down a unit and then changing their mind a short time later and picking it up and moving on. It basically requires you to really think about where you are putting it. But...
Wind generators - These things are NEVER worth redeeding.. They require 3000 maintenance, and even though the ratio is the same as harvesters, the raw cost usually makes it ridiculously expensive.. I have never relocated a wind generator.. there is nocircumstance in whichI can see this as being anywhere near economically advantageous..
sub-100% harvesters - once a harvester hits under 100%, you might as well consider it a lost cause.. My harvesters were down to about 84% I believe, and maintenance was 900 credits on them.. At 2400 credits they were no longer worth the cash to move.
Now comes a few things I hope the devs or the Artisan correspondent will read... I can understand the reason for both of these. High costs (effectively 2 days worth of maintenance) to redeed to stop from people shuffling around harvesters every 4 hours to get quick resources, and a dwindling maintenance percentage tocreate a need for maintenance but also not kill the harvester as soon as the cash hits 0. But there is curretly problems with each of these.
The problem with redeeding is partly luck, which the devs can't control, but partly server problems, which they can. As the known issue goes, it really sucks when all of the sudden there is a full resource turnover, and your 80% vein is now pumping different resources at a max of 30%. An unintended action of the system has now made your little failsafe an unrecoverable option. As soon as resources stop turning over like that sometimes I can be fine with the 1500 requirement, but until then you have screwed us over more times than helped us with this..
Wind generators - were they meant to be this insanely expensive? I mean if 1500 is enough to stop me from moving a harvester except for the most extreme of circumstances, 3000 is enough to stop me from EVER moving a wind generator. Was this the intention? I personally don't think it was. I think the intention was to just have wind generators cost twice as much as harvesters. I can actually get behind this, but you should at least lower the cost to redeed to the 1500. I mean a wind generator costs just as much as a harvester to make.. technically it should cost just as much to redeed.
Harvester condition decline - Again, I have to question if this was your intent.. I agree completely with the decline in condition and needing to bring it back up to 100% before you can keep it running, but your rate of decline comes off as a severe punishment instead of a constant responsiblity. I mean my harvester was about an hour overdue (got in the game late) and I had to pay almost a day and a half of maintenance just to get it back to 100%???? An hour is equatable to a day and a half? At that rate if I missed it for 6 hours total I would have had to have paid 9 days of maintenance just to get it in the black.... Again, this seems more like a punishment than a responsibility... I can't see your desired effect for reduced status to be forcing the character to give up the harvester..
My suggestions for improvement:
energy generators - make the costs for relocation the same as harvesters. Keep the increased maintenance costs, but lower the redeed costs. At this point there is no reason at all to redeed a power generator.
redeeding harvesters - fix the resource turnover.. if I have to sink 1500 into the harvester every 4-7 days above and beyond maintenance, I can live with that.. But in the last week I have been forced to move my harvesters 3 times due to a combination of resource resets and veins drying up.
condition declines - make the fees smaller, plain and simple. At basically a day every 10% and having the entire thing deplete in about 6 hours, you are effectively saying "If you are not herewithin half an hour afteryour harvester runs out of maintenance you are screwed." If you want to keep the same cost per percentage point, slow down the decay rate. If you want to keep the decay rate the same (about six hours, right?), lessen the cost per percentage point. It would be nice to see an hour of real time decay only costing us a few hundred instead of closer to 1000.