Development Cycle Archive
Thread: Schematics limited to 100
I'm usually alot more articulate but all I can say about limiting these to 100 is that it SUCKS. This IS a NERF and is a change that will effect how happy myself and several other crafters are in the game. LEAVE THIS ALONE!!!
This will stop me from making bounty hunter droids as to make a crate of 25 i need to use one crate of GP modules and 3 crates of EMM modules. I make 100 Seekers and 100 arakyds at least once a week (thats 200GP and 700EMM). This also effects level 6 data and level 6 storage modules for droid which have the opposite formula of EMM to GP (another 700GP and 200EMM). I make and use 1000-2000 GP and EMM units a week. I would find the game intolerable trying to do this at 100 at a time. Not to mention Advanced droid brains 4 Identical GP and 4 Identical EMM each. A crate of 25 makes 5. 100 would make 24. I'm sorry but considering R3's take 2 of these brains and just about every advanced droid takes onethis really makes my crafting experience a living hell.
And I don't for one fraction of a second belive any [censored] about database issues....
Make the game more fun not less fun... I've read this very things on Holo's website.
--Dolomite
I always make schematics 1000 as a routine. In practice, I have occasionally run to the limit (power handlers for guns, which I typically make in runs of 100). Most of the time, I imagine I go no higher than 500. I could live with a limit of that, but only kicking and screaming and in deference to your judgment that it's REALLY NEEDED. As it is, it will only force more work, more resource shifting, less fun. I would strongly prefer that you keep it at 1000.
The impact of changing this to 100 would be HUGE, enormous and extremely off-putting. What's the point to being able to MASS produce if you can't MASS produce? Just when you get the factory crates as input working, you're going to make it so that we can't put in more than 4 crates at a time?
For God's sake, of all the things broken in this game, this ain't one. Leave it be and spend the energy fixing something that needs fixing.
I understood why this was needed back when there were industrialists and schematic revocation, but now we can all make our own manufactoringschematics andanyone can run a factoryso why stick a relatively low abitrary number on amount we can produce with one schematic? There is no need for it now.
Just leave it at 1000.
This impacts architects significantly. Our largest item requires 170 structural modules, for a PA hall. There are already 3 or 4 factory runs in the construction of PA halls.
If number of crates generated is a problem with the DB, please take the following steps:
- Make ALL items crated when made in a factory. Instead of 20 individual objects for Ore Mining Units, you can knock that down to 1 crate.
- Up the number of items per crate. For example Generator Turbines come in crates of 15. Upping that to say 25 would reduce the number of crates. Power ups come in crates of 10, upping that to 25, 50, or 100 would significantly decrease the number of items that just sit in my house for storage.
Also, Power ups would get massacred by this. Making a quality, desirable power up takes 10 to 20 tries, on a good day. Forcing us to do this for every 100 power ups would hit our R&D cost by as much as a factor of ten. I would probably have to double my price for these to cover the expense.
Stim-E's would not be able to be created in full crates.
T21's could only be made in small numbers that won't even fill a crate. Same with Rocket Launchers, or any item that uses layered sub-components. Droid engineers are hit hard by this as well.
The productivity of factories would be reduced significantly, decreasing their value. A hidden architect nerf.
Also, they would be productive in sets of 2 hrs. Effectively killing the overnight, no-grind, production of items. Making crafting less fun, and therefore impacting half your player population negatively.
For example: Structural Modules come in crates of 100. If I start my factory and go to bed, it will run for some 45mins to an hour, then stop. Next morning I can use 70 of those to make just one Heavy miner. Making 10 heavy miners could take as much as a week, unless you forgo any other interaction with the content of the game and just sit there near your factory bored out of your mind.
Factories already take a lot longer to produce items than doing so manually. Mass producing is their function!
A request that would be a great boon to crafters would be the idea of queueing schematics in a factory. So I could queue 5 runs of structural modules to run over night. That would help a lot of the problems with the 100 limit, though not all.
It will be interesting to see what happens when the 100 limit is imposed. I see it as being:
Inflationary
Law of Supply people. As the quantity supplied decreases the price for the quantity demanded will increase. I think this will really be dramatic. It won't matter if you have factories or not, what will matter is if you have stock. You'll be able to command whatever price you want.
The market for subassembly manufacturing will help those working through the matrixes. Why spend your time making subs when you can hire someone to make them for your and have them put them on your vendor?
I like the idea of queueing the schematics, but I don't believe this will be implementable. It in effect removes the cap on factories at all. Load 100 schematics of 100 and let em run.
It will be interesting whichever way it goes.
As a tailor and an architect, I agree 100 is kind of a pain.... and at least on Kettemor this AM, wouldn't let me go beyond 100 even tho I typed in several values on a structural module schematic...
A lot of people seem to be concerned about how many less items they would be able to make.... it seems that this would open up the markets to more crafters to pick up the slack.
That would be the bright side, and I imagine the only reason why the devs would keep it at 100. To make it so one crafter can't reasonably supply an entire planet with *insert product here*, even with multiple factories.... which is another point... non-structure factories only take 1 lot so you can run several of them... I personally don't because i have the other lots filled with harvesters (probably like everyone else!!)
1000 limit is reasonable. For an architect who needs to churn out massive ammounts of structure modules at one time.. being able to throw 200k ore into a factory followd by 50k metal and leaving it overnight for the next morning is very helpful.
Don't ll items created from a single schematic have the same serial number? Therefore the DB storage for 1000 of them created at once versus ten stacks of 100 would be the same if you ended up with the same number of factory crates, or very slightly different if you ended up with a different number of crates.
I think the problem with that would be it is obviously coded to just be a flat hard number regardless of item. So to make it more flexible would take more code, which requires testing, and possibly more bugs in factories which are definetly not wanted.
I bet the devs will bump it up to either 250 or 500.