Tailor Archive
Thread: Good idea to go Architect for harvesters/factories? & more
Hey all,
I'm interested in becoming a master tailor eventually. My question is: is it worth it to go Architect to build your own factories, power generators and heavy harvesters? I'm having trouble making money and I know that factories and harvesters and the like are big bucks. I have engineering 3 and see how it's useful to get 4 for the chemical harvester. but should I progess into architect to make my own big rig stuff?
What do you tailors think?
Also, I'm curious to know if it's worth it to go Merchant or Master Merchant combined with a tailor.
Thirdly (ahem
) I'd love to know what other professions you guys are combining with your tailor. I was thinking master dancer or musician but it's tough to be a master tailor, musician, merchant and a little architect. =)
Any advice would be appreciated! =)
Personally, I just bought harvesters, a house, and a factory. If you really want to be an architect, it may be convenient to combine them, but I wanted to devote myself to tailoring. Once you get factories and good harvesters you just have to maintain them properly. They're really a one-time expense so it's not really worth it to level up in Architect unless you want to be one.
I haven't chosen a definate second profession, but I'm considering Merchant (to sell my goods and those of my PA members) or Image Designer (to offer total makeovers). I'm also working on some pistol skill--my goal is Pistol IV, so I won't be that tough but still be able to group with my friends and go hunting.
I have a ton of merchant skills and they pay off doesn't seem that much. Planetary ad campaign was a disapointment. The maintence for a vendor with the ad campaign is 499 and only the name of the vendor will show up on the map when you press CTRL+M. A good merchant will be well known and have other means of advertising that render this skill weak.
Also vocalization 2 is broken and I prefer to use bazaar vendors because they are less confusing and dont spam.
I might retrieve some merchant points to master Tissue in the bio engineer line to supe up my clothing but it requires scout and medicine to reach that level.
Doing another craft wouldn't benefit too much because all that would bring in is more money. Currently most of us have more money than we can ever spend and more money isn't appealing.
Pistoleer sounds nice, maybe chef if I want a resturant and because not many people are doing it.
I am about to hit Master Tailor and Master Architect and I can tell you that I've saved a lot of money not having to buy my own factories/harvesters. However, the resource drain is immense and at times when I've had to make different buildings and such for my friend, my resources were basically nil. I went to architect after hitting novice tailor as my friend who played as an architect decided to become a weaponsmith. Right now on my own personal lots I have a small house I use as my showroom, 2 heavy mineral harvesters, a deep crust chemical extactor,a fusion ion generator, 2 wearables factories, and a structure factory. Using avg pricing for structures, there itself is about 500k I've saved being able to build my own buildings.
I think its way worth it to have both skills to be self sufficient and really the major downfall is the resource drain it can have on you.
Why do you have so many factories? Is there really that much demand or is it a churn out xp thing?
-Alex
Im going up the pistoleer tree as far as i can with master artisian and master tailoring (once i get there)
But im a pistol specialist now, and i get all my money from paralope missions. About one missions per harvester/factory does the job. I make side money from my shop.
SOME type of combat skill should be considered.. I've gotten VERY good at running now, but sometimes things run faster.... on those long trips to the harvesters, you can run into a lot of trouble, and it's nice to have something that might save your life... Pistol or Rifle I think would be best.
Also consider scout. It's nice because you can hunt weaker stuff while your factories churn out stuff. The hides are always needed for stuff, and the weapon experience only helps the skill I mentioned earlyer. Plus once you can make a camp, that can help as well.
If you're going to open a shop, it seems that Merchant is the way to go, if only because you'll want a vendor, and every time someone uses it, you'll get XP. Reduced maint. costs on structures and at the market will also be nice (although if you get that high, you probably have a solid client base anyway).
A better choice is to HOOK UP with an architect. Have them create the structures that you need, and offer tailor skills/mined materials in return. Then agree to kick business to each other. This is where the fun really begins, and your business takes off.... A good tailor, architect and weaponsmith are always in demand. Hook up the three of you together and kick business to each other. You'll make out like bandits in the end.