Artisan Archive
Thread: VEHICLE SCHEMATIC SUGGESTIONS!
One last point on this foolish 10X resource idea:
This is going to hinder factory production, and thus limit overall availablity in the initial days of release. I mean if I have, in stock,two 100K stacks of steel and a 50K stack of alumin/copper, and wish to produce swoops in a factory, I need to use 5% of my overall stock of resources to make a factory schematic. Thus, for my 250K of materials I get 19 vehicles (in a factory crate
). Then my schematic is rendered useless since I have no more of those particular types of metal remaining (nor much chance of finding them in enough quantity).![]()
So what's my alternative here?
Oh, I know, I'll hand craft each individual vehicle, and risk several critical fails which simply causes MORE wastage than the schematic route.![]()
Some serious thought needs to be given here, to the simplistic make up of vehicles. The easy answer? Require a more diverse (but lesser overall) amount of resources, as I suggeseted on page 2 of this thread, and perhaps include one or two simple electronic parts (pleaseNO micro sensor suites). This will keep the price reasonably high, while at the same timenot being a huge drain on the server resources...
Nox_SWG wrote:> A T21 sells for 30k (50cpu) and takes 34 minutes to craft by factory.
Not of course counting the Ten (10) blaster power handlers, rare spawn materials, backward-stat materials (iron), and optional 5 other rare materials (for ABPH and ABRB).
Rare materials are a non-issue once they spawn and you put 10 heavies on them. They only create scarcity for a limited time and then prices fall to normal for a while. Rare resources are the reason why T21's were 200k on Intrepid for the first week after they spawned.
I counted 10 blaster power handlers in my calculation of 34 minutes to craft a single T21. I just re-did the numbers and I must have left the final assembly off, so total 36 minutes 20 seconds.
Message Edited by Vaedross on 12-10-2003 11:58 AM