Forums » Suggestions

Remove the limit of TU's manufactured

Feb 13, 2014 Kierky link
As title says. I'm not sure what the limit is, but it sucks that there should be a limit on anything you can manufacture.
Feb 13, 2014 Dr. Lecter link
+1
Feb 14, 2014 abortretryfail link
+1 There really shouldn't be any total/lifetime limits on manufacturable stuff unless you don't want people to make them. If that's the case, remove it from the game.
Feb 15, 2014 Conflict Diamond link
I think the limit is 15. I'm assuming it is per character, not per account, which can be worked around with alts.

Since the limit previously was the single chance mission to get 1 from the BioCom mission tree, it seems they don't want the launchers to be easily replaced: that would lead to cavalier mine-launching with no concern of losing the weapon.

Make it like the Widowmaker limit: Once you hit the limit you have to do a mission to reset your counter. Preferably something involving spying on BioCom…

[ARF: I disagree. There should be rare things you care about losing]
Feb 15, 2014 TheExiled link
Why? If you are taking the effort to provide the components, what possible reason would there be for an absolute limit?

Absolute limits are stupid. I'd rather an implementation like what CD suggests.
Making alts for a single purpose of manufacturing more shouldn't happen. This is a workaround to a stupid limit.

I agree with having to do something for the people who are manufacturing for you, but giving and taking away is stupid.
Feb 15, 2014 Pizzasgood link
Wait, there's a lifetime limit on how many TUs you can make? I thought it was just a daily limit or something like that. Yeah, that's just plain stupid.

+1
Feb 15, 2014 abortretryfail link
They're already rare due to the materials needed to build them. Queen cores don't drop very often.

The problem with putting a lifetime limit on this sort of thing is it really hurts the people who *want* to be a player trade powerhouse. Why bother trying to set up a manufacturing outfit if you can't keep it going.
Feb 15, 2014 vskye link
+1
Feb 16, 2014 Keller link
Aye, PA ran into this problem back when the TU was first introduced. I'd set up a nice little assembly line (complete with automated trade runs - all I had to do was steer). We were producing at a decent rate (and selling them at 10Mc each back then), then ran into all the daily and lifetime limits. While technically each member of a guild can build them up to their limit, this is a losing strategy long term, as production stops the moment you cease getting new members or can convince those new members to manufacture mines.

I can be on board with daily limits (it simulates actual production time which we really don't have to deal with ATM), but lifetime limits are counterproductive.