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Team: Resident Evil
Main: Lord Runningclam
Level: 3813
Class: Engineer

Joined: Mon Jan 14, 2008 11:55 am
Post New Specialization: Manufacturer
This skill would go among StM, CA, EE, and MFM - possible bonuses I see would be 1) a reduction in number of commods needed for bulk builds 2) reduction of cred cost of builds 3) reduction of manhours needed 4) increase of max-workforce 5) bonus reductions for having multiple builds going at the same time.

I'm not going to offer stats, percentages, or say what mix of bonuses should be given at the moment- this is just the basic idea. Thoughts?


Sat May 12, 2012 8:34 am
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Team: Strawberry Pancakes
Main: Dark Phantom
Level: 2387
Class: Berserker

Joined: Sat Dec 29, 2007 8:24 pm
Location: In Phatnoms world
Post Re: New Specialization: Manufacturer
I don't see anything majorly wrong with it. It is a bit annoying if a prod base is not under ExE specs though.


Sat May 12, 2012 9:10 am
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: New Specialization: Manufacturer
Does this skill only affect builds with in the Manufacturer's base? Or can, for example, a Manufacturer go to an ExE's base and still have his/her bonuses apply?

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Sat May 12, 2012 9:27 am
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Team: Resident Evil
Main: Lord Runningclam
Level: 3813
Class: Engineer

Joined: Mon Jan 14, 2008 11:55 am
Post Re: New Specialization: Manufacturer
I would say it would have to be in the manufacturer's base. The idea would be that you know how to optimize your own factories and facilities, but if you built in someone else's you'd still be subject to their limitations.

This skill would be intended to help make manufacturing a competitive alternative to CA. I'll admit that I am biased - I don't care for making colonies - I like building stuff and would love to see such a major aspect of base building be more competitive with the potential profits of colonies.

I know this wouldn't fully catch it up, but it would make it a more viable alternative.


Sat May 12, 2012 9:40 am
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Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: New Specialization: Manufacturer
/signed

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Sat May 12, 2012 9:43 am
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Team: Dark Traders
Main: enkelin
Level: 3002
Class: Speed Demon

Joined: Wed Aug 01, 2007 12:28 pm
Post Re: New Specialization: Manufacturer
It would be pretty cool and the opportunity cost of missing out on colony boosters or extraction kits is quite fair.

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Sat May 12, 2012 10:33 am
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Joined: Wed May 02, 2012 10:21 am
Post Re: New Specialization: Manufacturer
If you plan your galaxy wisely then you can easily get off with 4-6 Leviathan+ slaves transporting huge amounts of commodities from an ExE base on a planet to a Manufacturer base on the same planet. Yes, two things that needs to be reduced in this game is build times and travelling distances/times. This solves one of the problems nicely.


Sat May 12, 2012 10:57 am
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Team: Dark Traders
Main: Kyp
Level: 2610
Class: Engineer

Joined: Mon Oct 25, 2004 8:49 pm
Location: my desk
Post Re: New Specialization: Manufacturer
anilv wrote:
It would be pretty cool and the opportunity cost of missing out on colony boosters or extraction kits is quite fair.


Once you're over 4 characters on the account realistically your best option for trade skill is MFM. So thats the opportunity cost you miss out on. Plus one kit on a non-stm or EE character.

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Sun May 13, 2012 12:35 am
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Team: Matrix
Main: Asmodeaan
Level: 282
Class: Berserker

Joined: Wed Nov 14, 2007 11:57 pm
Location: Edmonton alberta Canuck country
Post Re: New Specialization: Manufacturer
Zekk wrote:
anilv wrote:
It would be pretty cool and the opportunity cost of missing out on colony boosters or extraction kits is quite fair.


Once you're over 4 characters on the account realistically your only option for trade skill is MFM. So thats the opportunity cost you miss out on. Plus one kit on a non-stm or EE character.


fixed /signed.

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Sun May 13, 2012 2:14 am
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