Artisan Archive

Thread: Non-Official Question Survey Range or Harvester Placement

Tharryth
Mon May 03, 2004 2:19 am
#1





I for one don't see a big problem with the current survey ranges. It really dosn't take too long to hop on a speader and follow a resources to a spot of 60% or higher. Yes, sometimes it does take a bit longer due to the type and resource concentrations. But a bigger issue for me are the times that I follow a resource to a high consintration and find that it's on a slight slope or with small mounds in the area making it impossible to place a harvester.

So my question is if you had a choice of longer survey ranges or placing harvesters in more areas which would you chose?


Thanks,

Tharr



----
3 Year Vet, still tugging along.
LadyGrey
Mon May 03, 2004 5:18 am
#2

Longer survey ranges. I usually map out several dozen high spots, before deciding where to place harvesters. Depending on the planet, there are usually only a few of those that are unbuildable. A longer survey range will enable me to map out my spots more quickly.



/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
LadyGrey

Don't let the negative AFKophobes get you down. Play the game however you want.

Is the beta testing almost over for this game?
Jnath
Mon May 03, 2004 7:05 am
#3

So many times i find the hotspot and a harvey cant go anywhere near it. Not because NBZs but because there is one freakin slope thats too steep. I would much rather be able to place the harvestors on more rough terrain. Who cares if you can find the spot easier if you cant place a harvey there.



Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
GrafvonSoden
Mon May 03, 2004 9:45 am
#4

I vote for harvester placement. It has already been said by TH that range increase will not happen. And even if it could, I'd vote for placement.


Thanks


Anubi
Mon May 03, 2004 11:24 am
#5

placement.


It always amazed me that I could build a harvester that collapsed to fit in my pack, but I could not do it with concrete pilings to keep it stable on a slope, or just dig out the slope to form a level place to put my harvester.....


Probably way out of the question, but I also think it would be great if survey skill gave you more lots (10 extra by master artisan) that could only be used for harvesters.



Ramon Sevigne, VP Resource Development, Pariah Inc.
Etienne Sevigne, Pariah Bio-Tech
Jnath
Mon May 03, 2004 11:35 am
#6






Anubi wrote:


Probably way out of the question, but I also think it would be great if survey skill gave you more lots (10 extra by master artisan) that could only be used for harvesters.




Now thats the best idea ive heard all day. MAs need some kinda extra bonus and increased lots would satisfy me.




Jenar
Master Droid Engineer
Director - Cabal of the Toothy Maw
Cult of Sarlacc (Starsider)

"It's the accumulation of small pinpricks over time that causes one to bleed to death" -- Shian Tavkin, Master Droid Engineer/Master Artisan
Rythen
Mon May 03, 2004 6:09 pm
#7

I would like to be able to place my harvestor easier than an increased range.


On the topic of getting more lots... that would be one of the best things they could do for us. Another thought (I know it's too late to change this, but...) Why did the people that bought the Collector's Edition game get some crappy goggles that nobody wears anymore, when a much better thing to have would be an extra lot!!!??? Just think of having 11 lots instead of 10!! but, alas... it is not to be.



Happymob
Mon May 03, 2004 8:16 pm
#8

Harvester placement.


Although I am a miner rather than an architect, I support the concept of single use "harvester platforms" that would be craftable by architects and usable by miners to get around terrain limitations when placing harvesters.


Vehicles have really made surveying range unnecessary.





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


d0qtrX
Tue May 04, 2004 7:57 am
#9


We need longer range for sure. 1024 would be very nice. It's a big pain to survey, jump on your bike, jump off 10 seconds later (warp 100 meters) walk back to the bike, survey again, rinse, repeat.


However, placement is a bigger deal, IMO.


How many times has a resource sharply increased in density near a hill, or a lake, or a city, etc...


How come the empire can destroy entrire planets, but I can't place a harvester when there is a rock in the way?


The harvie placement should be relaxed to the same level as houses.

Message Edited by d0qtrX on 05-04-2004 09:59 AM

Andriko
Tue May 04, 2004 5:38 pm
#10


At surveying 4 I have no problem with the range, I actaully don't mind going out and finding resources now, as opposed to novice artisan when I do anything to NOT have to find my own stuf. I don't care personally if they extend the range or leave it the way it is, just don't lower it!


P.S. To fix warping replace your /dismount icon with a macro that reads


/raise

/pause 1.5

/dismount


and never warp again.

Message Edited by Andriko on 05-04-2004 08:47 PM




Andriko Starwalker - Master Swordsman | Master Brawler - Rebel Ace Pilot
Paladin - Light Jedi Knight
Akeli - Master Weaponsmith | Doctor
RIP
Andriko
Tue May 04, 2004 5:50 pm
#11


I didn't answer your original question. I would rather have more flexibility with the actual placement of the harvesters.


Spelling

Message Edited by Andriko on 05-04-2004 08:50 PM




Andriko Starwalker - Master Swordsman | Master Brawler - Rebel Ace Pilot
Paladin - Light Jedi Knight
Akeli - Master Weaponsmith | Doctor
RIP
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