Doctor Archive

Thread: Another solution to the Doctor Survey Problem

Sif
Fri Jan 09, 2004 2:26 am
#14

The idea sounds neat. The way to stop price competition would be to put a cap on what you can offer for these missions, similar to the bazaar cap.


I have to ask, though... why only one harvester? Right now, I can set down as many harvesters as my lots and space at the location allows (provided it's not in the "extended city limits"). What would stop me from issuing a mission, placing my one harvester today, then going back tomorrow to flop down 6 more? Sounds to me like a huge coding mess, at least that part of it.




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Col. Edlas Ariarti, M.D., M.P., RogSq

Please do not confuse me with Siff. This handle comes from a nickname I had on another game I used to play.
Rankfahrt
Fri Jan 09, 2004 9:38 am
#15

I also like the Artisan-crafted tool idea, except that it would likely come with a 64m range. It would need a lot of charges, to find the peak of a shift I may need to survey 20-30 times, assuming I find a resource on the first shot. If it was more than 64m range, the surveyors would cry nerf and rightfully so. 15 skill points is the difference between Master Doctor and Doctor 2332.

Bad_Bad_Leroy
Fri Jan 09, 2004 11:07 am
#16

I love the idea of playerscommisioning other players for work! I've done this with my master artisan for friends, and it's a fun way to spend the time, and you can make some money off it too.






Rankfahrt wrote:



The one breaker I can see is an Artisan taking multiple missions for the same resource and reporting the same spot over and over. Of course, they have to go 1024m for it to work, but with speeders that's only about a minute and a half flying time. Then again, given what crafters can make, 2k in 3 minutes over and over sounds like a waste of their valuable time.






Yeah, the rewards would need to be better than the current survey missions, which are about 1600 credits for a 65% concentration.




Creb - Doctor, Swordswookiee (SRA Master of Medicine, Sunrunner)
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