Limit Harvesters Life

Limit Harvesters Life
This idea/suggestion has been flagged as Not Implemented because of a lack of popularity, lack of interest, lack of feasibility, or other determination by the Development Team, so the suggestion will not be implemented. Once a suggestion has been flagged this way, the decision is final. Although the issue may be raised again in the future after a six month cooldown. A response explanation from the Development Team can be found in the thread.
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Proposal
Give harvesters a lifetime use. Every 100 days (or partial day) of use, the harvester permanently loses 1 BER. Whenever the harvester is placed, the number of days is continually counted and when the count reaches 100 days, 1 BER is permanently deducted from the harvester.
Justification
Equipment breaks and wears out. Even maintenance on it doesn't make the item new again. Cause harvesters to slowly lose their BER over time and use.
Motivation
Obviously, this is to increase the production and sale of high end BER harvesters. A lot of users will use a 12 or 13 BER harvester. But individuals wishing to maximize their harvest will want the highest BER possible. Users will purchase new ones from Architects.
Be nice! Yarr made me submit this! (Just kidding!) How about the harvesters degrade over time?
 
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This suggestion has been closed. Votes are no longer accepted.
My standard response to a proposal like this is: "I didn't become a crafter to make repair kits (or fuel)"

Honestly, harvesters being No-Trade Shared boosts sales a lot on this server.
I can understand that 100%.

I was simply trying to find a compromise for the PV.
 
I agree that some decay or something needs to be done for harvesters, houses and factories, maybe furniture. The best suggestion I think is to just have a kit that restores it back to full health. There could also be some changes to the crafting of these items by requiring some experimentation that maybe makes them last longer, or cheaper to maintain, in addition to the BER and storage capacity, or even the ability to increase the storage capacity of the houses and factories. For example, these all use small structure storage module or a structure storage module. Better resources and experiments on these would increase the item limit. Better resources and experiments on the generators or power cores would lower the maintenance. Better resources and experimenting on structural modules and walls would decrease the decay. The same should be done with these as with the Harvestors in that they do not have a critical failure during the assembly and all the resources are lost. Architect has to use a huge amount of resources above every other crafting profession. Of course, the price for each item would have to be considerably raised because the expense to make them will increase due to the quality resources needed. Just a few thoughts.
 
Instead of employing the usual player punishment and annoyance tactics I suggest the opposite. Allow Archies to craft consumable items that increase BER of harvies for a limited time say 3 days, with varying BER increases depending on harvie type and size.


That way Archies can craft consumables that people will want to buy and use on their harvesters and the economy wins. Simple as that.
 
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Well this is so old not sure why it was brought back from the dead. But they already added Elites and now you want to add even more BER even on a temp basis? Supply and demand. Demand is already down and with a small population adding even more supply doesn't help anyone except the person who wants to solo it and not need to get resources from anyone else, which, is bad for the interdependence the game was designed to operate on.
 
I know Ornj said it and I feel the same way for every crafting class. We don't want to just make everyone a kit maker or repair guy. I do like the idea of new stuff, or enhancement items perhaps. Architect is one of those classes that sure can benefit from every player, but it also doesn't as things are one time sales. I always boil it down to everyone seems okay with buying new guns and armor and food but to rebuy a harvester and the world goes crazy and loses their minds.
Not sure what the long term goal needs to be for all crafting classes. server pop is sort of a common issue for everyone and forcing decay or something might be the wrong idea. I would love for the crafting community to keep up the talk and chatter I started with the decay comment in senator channel. :)
 
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Well this is so old not sure why it was brought back from the dead. But they already added Elites and now you want to add even more BER even on a temp basis? Supply and demand. Demand is already down and with a small population adding even more supply doesn't help anyone except the person who wants to solo it and not need to get resources from anyone else, which, is bad for the interdependence the game was designed to operate on.
you may say that, but I have always hired lots of resource collectors and paid them decently for their service and time. As I slowly cook my stuff again I may soon be doing the same. I am not saying harvester upgrade kit but maybe it could be just a temp bonus. maybe nothing at all. I haven't dug into the big crunches on the server. Currently it's DE, Tailor on my radar. after that perhaps some SW tweaks. Architect in a pretty good spot I think, just a class that needs new player base to keep busy.
 
you may say that, but I have always hired lots of resource collectors and paid them decently for their service and time. As I slowly cook my stuff again I may soon be doing the same. I am not saying harvester upgrade kit but maybe it could be just a temp bonus. maybe nothing at all. I haven't dug into the big crunches on the server. Currently it's DE, Tailor on my radar. after that perhaps some SW tweaks. Architect in a pretty good spot I think, just a class that needs new player base to keep busy.
Resource contract demands have dropped abiout 30 to 50% with all the changes so adding even more supply when demand is already lower would not be helpful. As for DE I still think they need to make a Master Droid Handler that is basically a clone of CH but with droids. Everything is already there and the battle droids should come with decay.
 
I agree that something should be done to help out the architect. Decay is something I have always thought should be added to harvesters. Armor and weapons decay. Other professions could benefit a bit from their crafted products decaying as well, i.e. droid engineer. Chef products, of course, are consumable so always need more. Tailor, clothes should decay as well. I know that they already do, but they don't really. You can keep wearing them and any SEA keeps working. The crafted kit to repair the harvester would be an option as well to have the harvester decay at a slower rate like weapons and armor. But even with repairs, it is going to decay and wear out completely at some point. I like the idea of the architect receiving a percentage of the maintenance, but what about players who have quit?? Also the architect should not have no trade on their deeds, they should be able to resell them after used.
 
I agree that something should be done to help out the architect. Decay is something I have always thought should be added to harvesters. Armor and weapons decay. Other professions could benefit a bit from their crafted products decaying as well, i.e. droid engineer. Chef products, of course, are consumable so always need more. Tailor, clothes should decay as well. I know that they already do, but they don't really. You can keep wearing them and any SEA keeps working. The crafted kit to repair the harvester would be an option as well to have the harvester decay at a slower rate like weapons and armor. But even with repairs, it is going to decay and wear out completely at some point. I like the idea of the architect receiving a percentage of the maintenance, but what about players who have quit?? Also the architect should not have no trade on their deeds, they should be able to resell them after used.
The whole point of no trade shared is to increase sales to architects instead of everyone if done with harvesting from flooding the market with harvesters. Just allows you to at least share with your alts. I am not sure an architect should get anything from maint. i think the sale of the harvester is more than enough.
 
The whole point of no trade shared is to increase sales to architects instead of everyone if done with harvesting from flooding the market with harvesters. Just allows you to at least share with your alts. I am not sure an architect should get anything from maint. i think the sale of the harvester is more than enough.
Just the architect should be able to sell the harvester after use, not everyone. Afterall, he/she made it and should be able to sell it even if used for awhile.
 
I'm going to close this thread because the Senate's economic taskforce has been working on some proposed changes that implicate this idea that we'll be sharing in the near future.
 
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