Pod/Special to improve Refinery Plant yields

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saint
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Pod/Special to improve Refinery Plant yields

Post by saint »

I think we could use a pod or a special that would increase the yield of Refinery Plants much like the way Gleso Productivity System increase Factory output.

As an added twist to the idea, I was thinking it would be cool if the actual bonus yield was somehow tied to the players Refining Skill.
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Coops
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Re: Pod/Special to improve Refinery Plant yields

Post by Coops »

Thoughts fellow Exiles.... ? (/me interested to hear follow up on this one).
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Darakhoranon
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Re: Pod/Special to improve Refinery Plant yields

Post by Darakhoranon »

Makes sense I think - as saint says, we already have items to increase extractor, harvester and factory output, so a "refinery enhancer" would fit.
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Re: Pod/Special to improve Refinery Plant yields

Post by XPLODE »

Don't know.
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Akkamaddi
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Re: Pod/Special to improve Refinery Plant yields

Post by Akkamaddi »

I would only ask that it affect both the planetary (refined ore & fragment) and AMR (staffium & fragment). I think a lot of people would jump on it for the fragment refinery boost.
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Re: Pod/Special to improve Refinery Plant yields

Post by pikolinianita »

Akkamaddi wrote:I would only ask that it affect both the planetary (refined ore & fragment) and AMR (staffium & fragment). I think a lot of people would jump on it for the fragment refinery boost.
Now it makes sense :)
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Re: Pod/Special to improve Refinery Plant yields

Post by Akkamaddi »

A special or POD that boosts mining drones (regular and advanced) would be good to release in parallel with this, as would zero-poing mining drones. I've moved that post here:

viewtopic.php?f=3&t=2277
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Re: Pod/Special to improve Refinery Plant yields

Post by Coops »

We could certainly do a Special System that whilst fitted boosts Output based on a sliding % for say Ground Based Refineries and also for the Orbiting Refinery non Fragment based Merlin AMR's. The problem would be passing any kind of boost over to the Orbiting Fragment AMR's as these use Three Key Certificates to reduce requirements and increase output.

Bypassing those or trying to add a flat % onto those would be kinda counter productive on the 'funnel neck' added for those in the first place :)

To be clear (or try to be) Orbiting Refineries can use both types of AMR standard ones and the advanced ones utilizing the Certificates. The later is my issue from a balancing perspective.

Ground based items that use the Advanced Refinery should not be an issue to include in any affect the 'Special' might have.

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Re: Pod/Special to improve Refinery Plant yields

Post by Akkamaddi »

Coops, for the Fragment AMR's... this is the point where you don your sunglasses to protect from the blinding dazzle of my ignorance.... could a fourth "certificate" be the presence of the booster device? And feel free to whack me with your sunglasses. I'm asking this knowing the code is probably not amenable to that, and it's probably a bad idea, but I feel it should at least be asked.

I have to preface this with the fact that I don't use fragment refineries, since I don't have certificates yet. But, I thought the three certificates boosted the ground-based fragment refineries as well?

The only other kludge I can think of, and you may want to don your ignorance-blockers again, would be the device modifies the output (of the fragment AMR) from "1 unit of XX Ore" to "1 unit of XX Ore + ## units of XX Fragment", with the fragments going back into the ore store. The number ## wold not be a percentage, but a set number, say x1 or x2 the increment number of the booster unit. So, say you are running a Moolite AMR that refines 187 units of Moolite Fragments (because of your certs) into 1 unit of Moolite. You equip a S-A.I.N.T. Engine Mark 3. We are going to say for now that ## is double the increment number. That means that when your Moolite AMR consumes 187 units of Moolite Fragments, it now generates 1 unit of Moolite Ore *AND* puts 6 units of Moolite Fragments back into the orbital store. The fragment AMR makes the ore, but "has some bits left over", and those go back in the hopper. It is the *functional equivalent* of a boost in the end, but not quite (you still need the original 187 units to make the cycle start, not the effective 181 units). It would also completely separate the bonus from the certificates from the bonus from the booster device. If I were to get a similar Moolite AMR for myself, having no certifications as I said, I would need 200 units of Moolite Fragments to get the 1 unit of Moolite Ore. If I also equipped the same S-A.I.N.T Engine Mark 3, I would also get 6 Moolite Fragments back. I would still need 200 to start the cycle.

I don't know if that idea is helpful, or possible, or even well articulated. It would function as a bonus, because if you dropped a large pile of fragments, it would slowly self-replenish making more Ore units in the long-run. [EDIT: Actually, doing it like this would preserve the benefit from being certed-up. You have fewer units going in, getting the same bonus in return as someone without certs.]

For me, I would get one of these for my Staffium AMR's, but I know the fragment refineries are the in-demand thing for the high level players right now.

I also still think it should be called the The S-A.I.N.T., Sans-Alchemical Industrial Nanotech Treatment, POD, or S-A.I.N.T Engine. :-)

Thank you for your time.
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Re: Pod/Special to improve Refinery Plant yields

Post by Coops »

The issue (for me) is that we have Four different types of Refinery Equipment and creating a Single 'Booster' items just isn't going to work.

Rare Ore Refinery Based

Refinery Plant (Byzilliam Ore) X 11
Used on a Rare Ore Refinery, so a standard ground type. The most easiest to follow and is a simple 'three resource in One out'.
Requires various amounts of Refining skill to Deploy.

Fragment Refinery (Fragillium) X 16
Again used on a Rare Ore Refinery. But this one uses two resources (one the primary Fragment) and another PLUS a Gemstone to produce a set amount of the end Resource. Requires 220 in Refining skill to Deploy.

Advanced Refinery (Orbital)

Automated Merlin Refinery Device's

Type 1 X 10
There are Two Types the first are the 'Staff Named' Ore Types. These take in FOUR resources and out put an end 'Staff' Resource. These are set at 25 units per hour base don you having the input resources in your Global Advances Orbital store. These require 130 Refining Skill.

Type 2 X 16
These were the second generation Refineries added to the AMR Range. These are AMR 'Fragment Ore Types'. These have THREE Certificates to to 'affect' the process. Industry & Metallurgy affect base value requirements -2% per level. Refining affects value converted +1 per level. These require 250 Refining Skill.

My problem is that whilst it would be nice to have a single fix for all these in one neat bow. I'm not seeing it. Certainly not in a way that can be explained in a single paragraph so that in years to come new players looking at the devices we are proposing will have a clue what they actually do :)

Proposal
I can however create two Ranges of Devices. (Specials) One would Cater for the Ground based Refineries as these are flat resource number sin Flat resource numbers out. This range could also include the AMR (Staff) refineries placed on the Orbital Refineries, as these again are not afected by anything else.

Then, a Second Generation Device (Special) that caters for the more 'specialised' Certificate affected refineries. Having a second range would enable me to affect these without having to jiggery pokery the entire range like some lopsided weird hybrid device.

Coops
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The fact that I'm dragging a body behind me should be irrelevant!
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