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Harvesting (aka Gushers)

Bob
EE 13 will give gatherers the ability to find Harvesting Nodes (aka Gushers) filled with specific raw materials and to exploit them using Harvesting Kits. Once the kit is deployed, the Harvesting Site will steadily place resources in a husk until all the harvesting cycles are run through, while monsters attack in waves and attempt to tear down the Harvesting Site.

When gathering from any node, there is a chance (based on your gathering skill and the percentage of resources remaining in the hex) that instead of gathering, you'll find a Harvesting Node instead at the nearest 15m encounter site with no housing on it. The raw material provided by the Harvesting Node is based on the type of node the character was gathering from and the amounts of each raw material available that the character was capable of gathering from that node. Each character can only know the location/contents of 1 Harvesting Node per hex at a time, and only that character can place a Harvesting Kit at that location. There can also only be two known Harvesting Nodes in a single hex at one time. If a Harvesting Kit is not placed at a Harvesting Node location within 1 hour of its discovery, the Harvesting Node will disappear.

There are three tiered Harvesting Kits that can be crafted, and the recipes are part of the standard recipe loot drops for killing creatures. Higher Tiers and Upgrades will gather resources more quickly and will let the Harvesting Sites last longer when attacked. Each recipe makes 10 Harvesting Kits and requires the following:

  • Expert's Harvesting Kit (T1, Engineer 2: Worker's Tools 2, Pine Post 2, Steel Wire 2, Laborer's Protective Gear 1
  • Professional's Harvesting Kit (T2, Engineer 8 ): Worker's Tools 5, Oak Post 4, Dwarven Steel Wire 4, Laborer's Protective Gear 5
  • Master's Harvesting Kit (T3, Engineer 15): Worker's Tools 9, Ghostwood Post 4, Adamantine Wire 4, Laborer's Protective Gear 9

The kits are placed just like other buildings or camps, though the tier of the kit must be at least as high as the tier of the raw materials the Harvesting Node contains. The resulting Harvesting Site starts operating immediately after construction and immediately drains the hex of 100 units of its raw material. Roughly every 3-15 seconds (depending on tier/upgrade and the raw material's tier) for 200 cycles, the Harvesting Site will deposit 1-5 units (odds dependent on the skill of the character placing the kit, similar to the likelihood of getting multiple resources when gathering from a node) of its raw materials in a husk. Materials can be taken out of the husk at any time, and the husk will last for 4 hours after the Harvesting Site finishes producing materials.

While the Harvesting Site is operating, increasingly large/difficult waves of creatures will head toward the Harvesting Site to tear it down. While a wave is out, the Harvesting Site will delay its resource production, so killing off attackers slowly will slow the overall speed of production. Every time a wave is killed off, a new wave will appear roughly 90 seconds later. Attackers do damage to the Harvesting Site using basically the same rules for getting capture points, simply by being near the Harvesting Site, though that damage is reduced by the number of player characters also nearby. A chat message will alert all nearby characters whenever the Harvesting Site's health drops by roughly 10% (so there's a warning at 90%, 80%, 70%, and so on). If the Harvesting Site takes too much damage, it will disappear, along with the husk and all its contents.

If an escalation is running in the hex, the attacking creatures will come from that escalation, and will count toward reducing the escalation's strength to the same degree that killing other escalation creatures does so. There are a few escalations where only events count toward strength reduction, in which case killing attackers won't lower the strength either.
Bob
When answering previous questions about how gathering skill affected harvesting, at the time it was mostly going to affect the chances of finding a harvesting node. As stated above, we now let gathering skill affect how much raw material is delivered to the husk every resource cycle, so now gathering skill will have a pretty dramatic effect on just how much a Harvesting Site delivers before it runs out.
Flari-Merchant
Sounds pretty fun!

Will there be a limit to the monster waves like limited possible waves, like once the harvester stops production or (of course) it is destroyed?

Any chance to up the time limits to harvester placement until we have some kind of population? Much gathering is done at hours that no one much is online. Gathering is usually a quiet affair to do when friends/allies are not online to do escalations.

More: So basically, deployment reduces available materials overall by 100 on deployment and can gross 100-500 pieces?
Maxen
Assuming "Engineer smile " = "Engineer 8". smile
Flari-Merchant
Maxen
Assuming "Engineer smile " = "Engineer 8". smile
Well, yeah! That's just when an engineer starts getting "cool" smile
Bob
Bringslite of Staalgard
Will there be a limit to the monster waves like limited possible waves, like once the harvester stops production or (of course) it is destroyed?

There's no explicit limit, but the waves do stop coming once the harvesting site stops production, either because it runs through all its cycles or because it is destroyed. The timer for the next wave doesn't start until the current wave is destroyed, so you'll always get a few resource cycles between attack waves, which means you'll always complete production eventually if you're not destroyed.

Bringslite of Staalgard
Any chance to up the time limits to harvester placement until we have some kind of population? Much gathering is done at hours that no one much is online. Gathering is usually a quiet affair to do when friends/allies are not online to do escalations.

The time limit is easy to change, but the down side to making it longer would be that you'd have to wait even longer each time you found a harvesting node you didn't want before you'd get a chance to find another one. Fortunately, the odds are pretty good for finding harvesting nodes, particularly for skilled gatherers, so you'll probably find another one fairly quickly when you come back on at a time more players are available.

Bringslite of Staalgard
So basically, deployment reduces available materials overall by 100 on deployment and can gross 100-500 pieces

Correct, though the odds of getting more than 300, even for a very skilled gatherer, are extremely low.
Bob
Maxen
Assuming "Engineer smile " = "Engineer 8". smile

Fixed. Can't believe how often I accidentally get unintended emojis, but then I do like parentheses.
Flari-Merchant
Just doing some quick math, it looks like the materials going into the gathering kits offer a reasonably decent average payout if you can get an average or above return from the kits. Well done!
Bob
Bringslite of Staalgard
Just doing some quick math, it looks like the materials going into the gathering kits offer a reasonably decent average payout if you can get an average or above return from the kits. Well done!

Thanks, that was definitely the goal. Ideally, the return for using a Tier X Harvesting Kit +0 on any Tier X Harvesting Node is always pretty good. There may be exceptions if a particular raw material is considered to have very little value, in which case the real issue is that we need to fix whatever's making that raw material less useful than it was intended to be. I also tried to keep the costs low enough to make using upgraded or higher-tier kits tempting, even when not really required. That said, it should be pretty rare for it to be worth using a T3/+3 Harvesting Kit on a Tier 1 Harvesting Node.
You are a Troll
A few questions:

1. Only a single resource is *gushing* from the Harvesting Node, even though other nodes of that type in hex might give 2-7 different types of raw mats?

2. "The resulting Harvesting Site starts operating immediately after construction and immediately drains the hex of 100 units of its raw material." What if the hex does not currently have 100 units of the raw material left in it? What if it never does, even when the hex is filled to max?

3. Will the quality and the weight of the raw material provided by the node be all at one level, or will it drop in quality just as if someone was normally gathering that much from the hex?

Thanks.
 
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