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 Getting credits when " destroying " buildings 
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Joined: Sat May 15, 2010 3:55 pm
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Everyone knows that we can sell the salvage of our previous weapons , defense modules , shields , scanners etc ... . The higher rank that get the more credits we need to have to buy future ship and planets items and it's not cheap. :shock:
When we sell / salvage our previous ship modules we get roughly half of what the cost is not counting the minerals that were spent.

I'm wondering why that doesn't apply to the planet structures that says " destroy " when we want to build something new in place of it.
Why can't we all get half of what we paid for it especially when we're building level 10 and 12 structures on planets ? :idea:

I'd like to say that we all are rich in here but the truth is that about 90% or more aren't. :roll:
Salvage is salvage and here on planet earth we get money for things that are worth a lot of money. Planet structures definitely fit in that analogy for this game. ;)

I hope Dan will consider this and not just disregard it. :D

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Mon Dec 13, 2010 11:27 pm
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Seems like a logical and solid idea, would have been nice recently as I powered through two tiers of planet tech nearly running myself broke.


Mon Dec 13, 2010 11:32 pm
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The difference with modules is that you pay an upkeep. Planets do not have upkeep.


Tue Dec 14, 2010 12:23 am
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I agree that we don't pay for upkeep but we do pay a lot of credits for the building not to mention minerals that it takes to build them.
Billions and billions of credits and minerals have to be saved up to build things for our ships , upkeep , and for planet structures.

All I'm saying is that there is a high cost for the buildings so there should be some compensation from the salvage of the buildings.
Dan would have to decide how much we should get for the salvage but I believe it's only common sense that it should be something.

As an example if I build a level 10 mining structure and have to " destroy " it , there is some material left there to build from for the level 12 mining that I"m going to replace it with.

The most common sense thing to do is to replace the salvage of the former structure with credits to help build the next level structure.

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Tue Dec 14, 2010 1:31 am
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This is true, a modified percentage to sell at would be helpful. Not to mention the sell price of modules is based on the price you bought it at, not the price of upkeep.

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Tue Dec 14, 2010 1:35 am
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I have an idea.

Why not just discount the building cost from the next level building?

Assume you need 600 million credits to build a +12 building, but you already have a +10 building on the planet. The +10 building costs 200 million credits, so subtract that from the +12 building cost, so the +12 would cost 400 million credits instead.

Think of it as the reduced cost of upgrading existing structures to more modern ones instead of building up everything from scratch. It would be like upgrading a 1900's factory to a 1950's factory with 1950's tech, instead of having to build a 1950's factory from a Stone Age setting.


Tue Dec 14, 2010 1:43 am
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yea I like this, it limits the case of destroying artifact structures, but if you are upgrading to the next level of building you would use existing materials. So in a sense its simply making the buildings cheaper, but it is only in a limited case, only when going from one level to the next.

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Tue Dec 14, 2010 1:46 am
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i get it. like there would be an upgrade button next to the destroy button.

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Tue Dec 14, 2010 4:51 am
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That's a great idea ! ... it's not what I envisioned but better . The materials are still there for the engineers to rebuild from the older building so the rebuild or " upgrade " button could be put in. The only thing that would need to be considered is the cost of the upgrade.

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Tue Dec 14, 2010 5:56 am
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disagree on every point honestly. . .here is the difference:

Module - used item that is placed on ship and can be removed from ship and probably be scrapped for parts (in space) or even sold to another ship in the galaxy for a discount because it is USED (and reusable)

Building - is a solid built item on a planet that cannot be moved or reused. Yes parts IN IT could be sold. . .but overall the cost of tearing down a building and removing the rubble is damn expensive and can NEVER pay back a positive amount.

So be lucky in true terms of selling modules and buildings that you are not CHARGED for tearing down a building because in real terms thats how it should happen

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Tue Dec 14, 2010 6:11 am
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Aggross wrote:
disagree on every point honestly. . .here is the difference:

Module - used item that is placed on ship and can be removed from ship and probably be scrapped for parts (in space) or even sold to another ship in the galaxy for a discount because it is USED (and reusable)

Building - is a solid built item on a planet that cannot be moved or reused. Yes parts IN IT could be sold. . .but overall the cost of tearing down a building and removing the rubble is damn expensive and can NEVER pay back a positive amount.

So be lucky in true terms of selling modules and buildings that you are not CHARGED for tearing down a building because in real terms thats how it should happen

Agg


My idea encourages "recycling" of sorts. Old buildings can be refurbished, upgraded, and remodeled to more modern standards and specs. For example, old factories get upgraded to more modern standards and retooled to produce better goods more efficiently. Instead of razing the whole building, you simply take out obsolete parts and replace them, while keeping the building intact.

In game terms, you don't tear down anything. Just take out old parts from the buildings and replace them with upgraded ones, much like ship modules. You don't replace the whole ship when upgrading modules to the better tech ones.


Tue Dec 14, 2010 6:19 am
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you realize in many instances its cheaper to rebuild than to upgrade?


Tue Dec 14, 2010 6:37 am
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Aggross wrote:
you realize in many instances its cheaper to rebuild than to upgrade?


like when?

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Tue Dec 14, 2010 6:57 am
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If your talking about real life, you almost always want to renovate a building, not knock it down and rebuild, that's ridiculous. Only in some kind of worse case scenario would you want to do that like if the building was too far gone, condemned or the equivalent thereof. But our pixelated buildings don't degrade:P

As far as being charged for tearing down the building, I'm pretty sure I can wipe it out from space with my ship for free, and maybe even catch that pesky building inspector inside.

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Tue Dec 14, 2010 8:47 am
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That would be great... I have +12 tech, most of my planets are +6 due to the fact that everything is so expensive. I think that upgrading is a great idea due to the fact that every tech upgrade we get, we have to sell the previous buildings , to be honest i think that a bit unfair, especially for the higher ups who have 100+ planets.


Tue Dec 14, 2010 9:39 am
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Vekno wrote:
Aggross wrote:
you realize in many instances its cheaper to rebuild than to upgrade?


like when?

A large bridge for example.

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Tue Dec 14, 2010 1:47 pm
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I posted " destroying " buildings because that's the only option it gives us when we should get some credits when " adding to " the current building.
Every time that I've had to do this I thought to myself " what a complete waste ".
There have been solid hypothetical reasons to go forward with it so we the players could just have a " little " more credits in the game. It's not like this will line our pockets full of gold.

I'd really like to colonize more artifact and research planets without " having " to colonize so many mining ones just to get by. This is an entire other topic but I couldn't help saying it because of the credit issue that we all have ..... at least 90% of us or more

Everyone I talk to has the same problem ..... being broke and " wanting " the next thing that they researched but " can't " afford it.
What this really boils down to is will the the developer let us have more credits to keep and not spend on planet construction ?.. honestly it's not going to help me much now because I've researched + 10 production buildings and 2 out of the 3 + 12's but ......... it will help a lot of people in the future of this game and make it a " little " easier on them not to mention the ranks 100 to 400.

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Tue Dec 14, 2010 10:40 pm
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Economically speaking this game is out of whack.
One something should be salvaged from an existing building on a planet!
What that comes to in credits is something for Dan to decide.

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Tue Dec 14, 2010 11:02 pm
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BrianGameAcct wrote:
Economically speaking this game is out of whack.
One something should be salvaged from an existing building on a planet!
What that comes to in credits is something for Dan to decide.


Duh .... that's what I've said quite a few times already and what are you talking about especially with the exclamation point ? " One something should be salvaged from an existing building on a planet! "

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Wed Dec 15, 2010 12:25 am
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zophah wrote:
Vekno wrote:
Aggross wrote:
you realize in many instances its cheaper to rebuild than to upgrade?


like when?

A large bridge for example.


In real life I am in charge of maintenance of a large building (500,000sqft) if this building was torn down I would estimate its scrap value at 2 million.

Even in the case of a bridge the concrete is used as gravel for road bases and the steel gurters are melted down and recycled.

in real life scrap value is often between 1/10 and 1/100 the original price.

pehaps a random scrap value could be paid out

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Wed Dec 15, 2010 4:53 am
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