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Thread: Noob Question
Emotemaster
Fri Mar 18, 2005 10:55 pm
#378
Max is 100%. I generally don't settle for anything less than about 70-80%.. Don't survey Ore though.. the cap might be lower.. still you need at LEAST 50% IMO.
Slysix
Sun Mar 20, 2005 2:08 am
#380
Just wanted to know. Are you trying to get survey XP or just getting material? If your just trying to get stuff follow what the other guys say. If you want to improve your xp, surveying anything above 40% usually will the chance to find stuff thus get xp.
Badmamjamma wrote:
Guys,
I am a brand new Artisan and I have a question about surveying. Whats a good concentration of hi qualiy resource..such as an ore. Is 33% or so about as good as you will find or does it get as high as some of the lower quality stuff?
Not new to the game just new to crafting...mining.
Thanks for the help.
Message Edited by Badmamjamma on 03-18-2005 07:18 PM
Yes Wookies rule...except when their wet...then they just smell...
4-LOMBH
Sat Mar 26, 2005 2:29 pm
#381
I read the guide but it didn't seem to answer a few of my questions.
Me and a friend are planning start a new guild..
1: can both of us share the exact same power as guild leaders?
2: How exactly do you place it?
3: can you place it anywhere at all or can it be in a city,
4: anything else I need to know like upkeep costs, etc.
Thanks for all your help.
Rothin
Sat Mar 26, 2005 2:45 pm
#382
1: can both of us share the exact same power as guild leaders?
Technically, no. Only one person can be leader. The leader of the guild has the ability to delegate out permissions though. So you could let the other person recruit, kick, disband the guild, declare war, etc.. everything the leader can do except give him the ability to give those permissions to others.
2: How exactly do you place it?
You place the Guild hall just like a house.
3: can you place it anywhere at all or can it be in a city,
Either. It can be placed anywhere a house can in or out of a player city.
4: anything else I need to know like upkeep costs, etc.
Upkeep is 100 credits per hour on the guild hall. 2400 a day. It isn't too difficult to manage. Just make sure you have 5 members within the first week so your guild doesn't disband. (The Hall won't be effected if the guild disbands)
Technically, no. Only one person can be leader. The leader of the guild has the ability to delegate out permissions though. So you could let the other person recruit, kick, disband the guild, declare war, etc.. everything the leader can do except give him the ability to give those permissions to others.
2: How exactly do you place it?
You place the Guild hall just like a house.
3: can you place it anywhere at all or can it be in a city,
Either. It can be placed anywhere a house can in or out of a player city.
4: anything else I need to know like upkeep costs, etc.
Upkeep is 100 credits per hour on the guild hall. 2400 a day. It isn't too difficult to manage. Just make sure you have 5 members within the first week so your guild doesn't disband. (The Hall won't be effected if the guild disbands)
Torquill
Sat Mar 26, 2005 3:31 pm
#383
and to answer the next question, the guild won't be effected if the hall is removed, moved or destroyed
Rothin wrote:
...(The Hall won't be effected if the guild disbands)
realsensual
Wed Mar 30, 2005 5:45 am
#384
I have a question on how I should set my harvestors up. Like for example 3 mineral 2 chem or somthing (i know you have more that was just an example)? Thanks
realsensual
Wed Mar 30, 2005 5:47 am
#385
Forgot to mention, for shipwright how should i set them up ^.^
HiroBlack
Wed Mar 30, 2005 7:34 am
#386
Well, really it depends on your resource needs and your available lots.
I personally like a lot of flexibility for harvesting options, and being a shipwright you need to keep stock of a very wide variety of resource types. As a shipwright you need just about every inorganic resource type, so having a variety of mineral, chemical, and gas harvesters is wise. Also having a number of reactors for harvesting power is a must.
I have two accounts myself, with one character holding all of the houses and factories, and another with 10 lots available for harvesters. I have 10 heavy mineral harvesters, 8 deep crust chemical extractors, 2 medium chemical extractors, two heavy gas harvesters, and 4 reactors. I swap them in and out based on what high quality resources are available - better to get a lot of the best resources than to get a wide variety of mediocre ones.
You'll want toread www.swgcraft.com like it was a daily newspaper, or better yet , the SW Best Current Resources site at http://www.tc.umn.edu/~lamm0039/cgi-bin/swg/sw.cgi. When you see a really good resource, drop everything you can afford to on it, harvest a large amount of it, and add it to your collection. It is going to take a while, but in the end you'll have a really superior collection of resources to build from.
Dezrick
Wed Mar 30, 2005 3:36 pm
#388
If you look at the resource needs, most of them are mineral, in particular you will find that you need stacks of steel and ore. Although you can't afford to miss the fibreplast, inert petro, liquid petro, inert gas and reactive gas.
However you will need to scout around for the specials, they can appear on any planet and last in spawn about 15-20 days each.
It is always worth surveying for a good spot since there is a massive difference in the yield between a 50% spot and an 80% spot - I find its worth the investment in time. It's worth keeping an eye on www.swgcraft.com even though it is sometimes a bit out of date.
In conclusion make sure you have as many BER 13 mineral haresters as you have slots, but also have a few BER 13 gas and chemical ones for the specials and the smaller amounts of those resources you need.
SandLizard
Wed Mar 30, 2005 5:47 pm
#389
HiroBlack wrote:You'll want to read www.swgcraft.com like it was a daily newspaper, or better yet , the SW Best Current Resources site at http://www.tc.umn.edu/~lamm0039/cgi-bin/swg/sw.cgi.
w00t! i'm being used! and that's *Orske's* SW Best Current Resources to you, bub. Heh.
I do about the same as Hiro, except I run I think about 14 harvesters (my alt has a large house and factory I use). I generally try to keep at least 8 of them on mineral, as even crap steel comes in handy to make chassis. and 'almost' good steel is handy if you don't want to blow your good stuff on missle packs. I throw out up to 4 gas harvesters when Inert and Organometallic Reactive gets better quality than I have (got a good stock pile, so don't need it at the moment). I don't do much for chemical, as most of the spawns I've seen aren't near as good as the large amount I stored that I got for a good price, but I keep an eye on it in case. Any leftover I throw on mineral again (usually best steel and/or ore, aluminum and copper if it's good enough).
HiroBlack
Thu Mar 31, 2005 8:36 am
#390
SandLizard wrote:
w00t! i'm being used! and that's *Orske's* SW Best Current Resources to you, bub. Heh.
HiroBlack wrote:
You'll want to read www.swgcraft.com like it was a daily newspaper, or better yet , the SW Best Current Resources site at http://www.tc.umn.edu/~lamm0039/cgi-bin/swg/sw.cgi.
I stand corrected, sir. /Salute Orske
And heck yes I use that site. Another /saluteto you for making our lives a bit easier. Great, great, great site.