Development Cycle Archive
Thread: Schematics limited to 100
From the previous posts, it seems to really suck from people making walls and T21s
From my perspective, a lot of foods require aludium pu36 or another alcohol stock. Many require 3 to 4 identical components for a final schematic.
For a gamer with 1 factory making Breath of Heaven, they need to do a run of aludium (which takes an insane 6-8 hours), then the next day they need to do another run of aludium, and the final day they run the Breath of Heaven, which requires 2 slots of 3 alcohol. On the forth day, I have 1 crate of 25 aludium, and about 5 extra stacks.
If someone were to ask for several crates of this (and people do), then it would take either a whole lot of factories (which would kill my profit if I even had the lots to use), or I could produce almost 2 crates a week (assuming I make nothing else). I have a 6 crate order right now, that would take me 7 weeks to fill under the 100 schematic system. Not feasable.
Please keep 1000 (or 600 at the absolute least!) schematics for subcomponents. I think almost every single player would agree on this.
I agree that the limit should not be 100 uses for a schematic. 1000 uses would be best, but even 500 would be acceptable (for me at least). As others have stated, the real gate for schematics isn't the number of uses, but the availability of required resources.
Slim Vargo, Corbantis
As a spice and clamp maker, i rely on dumping tons of resources in my factory and letting it pump out 500-1000 units so I can have them "in stock". I frequently get huuuuge orders and I simply dont have the time to hang around my factory changing schematics.
I see no reason why we cant keep 1000 schematics... just make it official. If 1000 is too much, then make it 500... most times, my factory will only have enough resources to churn out 500 anyway.
100-schematics will make factories unfun.
Limiting schematics to 100 makes it very difficult to produce large quantities of higher end items like suits of armor. For instance:
A piece of composite chest plate requires 4 composite segments and each segment has 3 layers. If you limit the number of layers to 100 each, you can make 99 composite segments (1 needed for schematic). With only 99 segments, you can only make 23 chest plates (1 needed for schematic). I think we should -AT LEAST- have the ability to make 100 identical high-end items.
Please do not nerf schematics! You will make every crafter very angry. Why would you want to make your customers angry?
100 is an especially problematic and low number for consumable items which require multiple identical sub-components (such as Meds, like any Stim above C level). Effectively reducing the largest run to a crate of maybe 30 in some cases, which is very small.
If it's a DB issue, most of the medical professions have already volunteered to ease the DB burden by having the schematics consolidated so instead of having to make 4 different state packs, they just make one to cure all states. Or even a Health pack that does the secondaries as well as the primary state (or even just a single primary stat pack that heals H/A and a secondary stat pack that either heals all H/A secondaries or Just H secondaries and A secondaries.)
All I can say is that 100 is going to be a serious Gimp, and we had this problem to some extent when factories where having trouble doing an item run of more than 100 items per day. This waspart of the#1 issue on the last Doc Top 5 (including listing the 100 item limit! So this is NOT something new) and why a 100 item limitation was a Bad Thing (tm) at least from the Doc point of view if nothing else. Especially whenyo take into consideration that service sales (except for Master Doc level Enhances) are virtually non-existant for a Doc and we must rely on pharmaceutical sales to make anything of value, and the limitation is a killer.
Finally I would add for the hybrid crafting professions, especialy those with high-complexity items, this could, in effect, mean either baby-sitting a factory and doin virtually nothing for an hour except dealing the the boredom and tedium of wating on a factory run, or going and doing something only to delay your factory run capabilities being stretched over days. Factories would have to either be much fasternow or have that limit raised back up to 1000 to cover the situation.
Our "automated" Structure Factories ALREADY require way too much babysitting, simply due to the BUG preventing our factories from pulling BRICKS from a CRATE, requiring us to hand-load them one at a time, filling an entire input hopper manually up to 100 items for the 10 walls just to make one large house or heavy mineral harv. And someone wants to make it WORSE?!
This is not fun. This is supposed to be fun. Please try again
people are talking about production runs of 1000....but if i understand this correctly and they change it to 100 you will only be able to make 100 period. After that it goes poof and you must start all over again. just think about the total number of parts you will need to make and keep in inventory so that you could make enough weapons of the same high quality for more than say a week of sales....
insane....
So what you're saying is that there are too many crafters and you're going to make crafting more painfull untill most of them quit.
Am I understanding this correctly?
I'm in full agreement with the general ides here but one thing really confuses me.
HOW DO YOU GUYS GET ODD CRATE RUNS?
just put in enough resources to make it come out even. unless I'm really missing the point and you guys are talking about end items here that require identical items to begin with and because of the hundered limit it changes those.
ahh yes I'm dumb never mind me 8-)
To riff off of posts already made:
Let's say I want 500 Structural modules for my wall units, but I can only get them in crates of 100. I'll create five schematics using the same resources, naming them Structural 1 through 5. I'll burn through 1250 resources instead of 250 to create these schematics, but I'm gathering the number of a resource is simply a descriptor of the resource and the actual resource container itself is the database object, so there's no benefit to the database there (except, perhaps, a slightly faster burn-through rate of the resource).
I'll dump the resources and schematics (one at a time) in my factory, creating 5 factory crates instead of one.
1 schematic + 1 crate + 500 modules = 502 db objects.
5 schematics + 5 crates + 500 modues = 510 db objects.
Granted, the schematics only exist for a short while. Still, it seems like this is more damaging in the long term to me. What am I missing?
This is without a doubt the worst Idea I have seen offered up on these boards.I cant believe it actually came from a dev.
Lemme ask this...If youdevs actually play your game,which I'm beginning to seriously doubt you do,how many play as master crafters,master doctors,or master combat medics.I would guess probably none.If you did,you wouldnt even be considering this.Leave the schematic at 1000 and fix you're game.
Why would you punish ALL crafters and ALL medical personell,because of YOUR inability to get a handle on your db server.