Artisan Archive

Thread: Cheaper to replace harvestors than to Maintain them

Hegon
Sat Jul 05, 2003 11:18 pm
#1

right now I'm contemplating just stop paying maintaince on my harvestors.


It takes me 2+ days to sell a +46% (or better) experimental storage mineral/flora harvester for 1,000 in the bazarr.


I've never managed to sell a WInd Generator (only asking 1k and had great results on the experimentation)


But the maintence costs of running them I could simply replace them every 2 days and be cheaper than maintainng them.



How long will harvestor/generaotr run with absolutly no maintaince (assuming proper power supply) and when they reach the end do the blow up or just stop running?

mld0806
Sat Jul 05, 2003 11:26 pm
#2

This is something I've commented on before. They need to fix maintenance. The idea I've posted is this.....


1) Once the maintenance pool reaches 0, the hopper"jams" shut. Have to be at full repair to get your stuff out.


2) Efficiency drops to 50% of normal at empty maintenance pool. At 75% condition, efficiency is a mere 25% of normal. At 50% condition, it breaks down all together and stops running, even if you have the power of a supernova inside.


3) Architects, YOU are the fix for this. Charge more. As it stands, it costs me 1500 to reclaim a deed. Sure, I can replace it for cheaper now. UNFORTUNATELY most people who use them are crafters themselves. Would they rather go out and work for an hour to build a new one or pay 3000. Make them cost TWICE as much as reclaiming the deed, and you won't see this problem. As it stands, architects are becoming a dime a dozen. Make your profession WORTH something.


Mike


AKA


Oka Higre
President, HigreCorp




Mike

"Players were right, development was wrong."
Skedoozy
Sun Jul 06, 2003 4:46 am
#3

It costs 720 Credits to keep your Mineral Extractor at 100% Per Day. If you replace it totally it costs 1500. If it drops below 100% you have to pay the repair fee + the 1500 to get the deed back, so how is it cheaper to just replace it? With the WPG's it's 3000 to replace it, or 1440 a day to keep it at 100%. It ends up costing you at LEAST twice as much to get the deed back then it does to maintain it.


Unless you are talking about destroying it and building a new one entirely. Then it's just a matter of resources. But it takes time to get those. It's better just to pay the fee.




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Ylara
Sun Jul 06, 2003 8:10 am
#4

Part of the problem may be that harvesters and generators are not listed under the correct category in the bazaar. People have to look under Misc to find them and not everyone knows that. Hopefully this will get fixed soon and it will be easier to sell harvesters and gennies on the bazaar. I've sold several on a player to player basis and 2k+ is not a problem at all.



Ylara


)





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Infinity
Master AS and Chef

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Rinton
Sun Jul 06, 2003 12:06 pm
#5

lol, architects are also making fat cash because many crafters would prefer to work an hour over paying an arm and a leg. Right now architects are rich off this.
Hegon
Sun Jul 06, 2003 11:56 pm
#6

---If you replace it totally it costs 1500---


Thats the cost to move it not to replace it. Replacement cost is based on what a new deed costs or cost of materials needed to replace (which may be in real time, or game credits if you buy them off the bazarr or harvest themyourself)


--Unless you are talking about destroying it and building a new one entirely. Then it's just a matter of resources. But it takes time to get those. It's better just to pay the fee.---


I'm talking about letting it run till it blows up.


for exmple. you have 1 windmill and 3 harvestors One for ore, one for steel, one for aluminum.


save the first 190 ore,120 aluminum;225 steel; and 475 metal of choice; and use the power generatedto keepyour harvestors running(remember to save some for the next start up)
with that create 3 new personal harvestor deeds and one new windmill deed.


everything after that is pure profit. run them till they blow up. (remember to save all power for your harvestors and not sell it)


as they blow up replace them with a new deed.



Electro5
Mon Jul 07, 2003 6:34 am
#7

The problem I see with that is this:


I'm not completely sure that a harvester doesn't lose efficiency after its condition drops below a certain amount.


And....


Unless you are checking that harvester every hour, when it blows up, your bound to lose whatever resources are in it. Personally, it wouldn't work for me, because I only check mine (Pay maintanence and withdraw resources) once a day, when I first get on. I find it a bother to keep running back to the harvester, so I just work with what resources I have gotten for the day, and if I run out, then I sample for them.




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MasterJezi
Mon Jul 07, 2003 6:54 am
#8

Its a good idea if you can keep an eye on everything pretty reguarly, but it is no doubt easier just to pay the charge and keep everything ticking along.



----------
Name: Furshi'Nikka

Species: Wookiee Male

Profession: Droid Engineer, Architect, Bowcaster Rifleman
Snogger1
Mon Jul 07, 2003 7:27 am
#9

We've just decided to wait for them to run low on maintaince fees, empty the hopper, destory and rebuild.

Why you ask?

1. save credits
2. Builds EXP to recreate Deed for Harvestor.

We destory it so we are there to empty it and also we can rebuild immeditly in the same area.

We found a GREAT spot for a Flora Farm, and Mineral Extractor and a Chemical Extractor next to each other and if you think I'm losing it your crazy!!



Snogger On'Pine
Novice Architect in the Tarquinas Galaxy
Paweh
Mon Jul 07, 2003 8:16 am
#10

Snogger1: You may want to read the posts about Resource Shifting.



--
Paaweh

Elder Musician, Elder Merchant of Radiant
Snogger1
Mon Jul 07, 2003 8:47 am
#11

I read those and haven't been having a problem with the "shift"

I share my harvestor's with others who contributed to the cost of building them.

Whoever has a chance, checks the harvestors and if the Resource is gone, we switch to a new one. In the area we are in RadioActive Minerals are close also, so we sample for radioActive, Use that as power, switch harvestor to new material, empty harvestor of current Materials and return to crafting.

I tend to either craft next to the Bazzarr if I'm looking to make credits, or if I am just "Grinding" for exp. I sit in the area of our harvestors, where I can see if they stop running and also others can find me.

We only have 3 Mineral Harvestors in the same area. 2 doing metal, 1 doing ore. We have 2 Chemical Harvestors doing either Polymer or FiberPlast and one Water Harvestor for the Medic.

At least up to yesterday(Haen't been on today) we were getting 5k to 6k per harvestor before the Resource needed to be changed. To me that makes sense, a resource should be Endless and again we could always jsut destory the Harvestor and build another one instead of switching Resources if we want to.

So far, We have been able to find some Resource above 50% in our area and haven't had to move.



Snogger On'Pine
Novice Architect in the Tarquinas Galaxy
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