I think the system cycling minerals is a good thing - it makes the game more interesting and keeps a couple of players from monopolizing a good area forever...
However, I think it would be better for the names and stats of the spicific minerals to stay the same. In this senario, the minerals would appear and dissappear, but mineral Khito is always mineral Khito and has the same stats. It would be a little less realistic, but the schematics would still work. Either that, or let crafters refine mined minerals like they can in real life to get a specific spec of building material.
Anyway, that's just my two francs,
-Scott Grizzard
Grizzard Guns - You can't Shoot People with the Cannoli...
Resource Turnover and Over and Over
Many of you have discovered the bane that is resource turnover. Some of you have screamed, cried, and pouted at the fact that your beloved resources have disappeared for what seems like forever! Have no fear, a similar resource is near... or at least says Raph.
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RESOURCE TURNOVER - JULY 7, 2003
I've seen a lot of confusion on this issue, so I thought I'd post a little something on how and why resources turn over so that everyone knows how this works.
Resources are not infinite. They do run out, and for any given resource, it takes between 5 and 8 days or so. Resources come classified into types, as you know, and when a resource expires, we generate a fresh resource of that type. After a resource runs out, there might be a period of scarcity before a new resource of that type is discovered.
New resources might not be of the same quality as the old one. In other words, at any given time, you need to keep an eye on the resource market and make sure that you know what's out there and how available it is. There is room in the system to do a bit of market speculation on old resource types that are no longer available.
Tags: News, StarWarsGalaxies




