Architect Archive

Thread: Top 5 List Candidate: New Content/ Our Role in the GCW

Dvnce
Sat Jan 31, 2004 2:19 am
#1

We definatly need more largescale items to build. especially Player City related to help make it more desirable to reside in one. Also we should be a part of the GCW how is the best way to address this. (Personally I feel every Profession should have at least one way to directly participate) So what would bring more to our profession? (Player city garages are already on their way so we can skip that one).. what would be most important..



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Hunden
Sat Jan 31, 2004 6:35 am
#2

this is just forming in my head now...


was just replting to another thread on this board about having a combat skill along with achitect....


how about (going out on a limb here).... GCW offencive and defencive structures that are built by architects and can only be deployed by architects?


not sure what exaclty....


maybe things like walls... sniper towers... a new type of turrent... oh oh oh... a shuttle landing platform so the stor destroyers in orbit can bring down a shuttle load of storm troopers to assist in a battle (idea needs refining of course.... low level troopers, can only errrect one landing platform a day or something like that)....gotta be a lot of other ideas that others can come up with... maybe a small barricks (sp) that can be used for players to go heal, or to get buffed during a battle.


gotta be tons of stuff like this that can give architects a real role in combat... both in the battlefields and in city raids.


can be expanded as well... think of DE and them being able to deploy a droid army tank... or an armorsmith that can deploy a large shield to cover an advancing force.... or a wep smith that can errect large lasser cannons or an artisan that can set electronic boobie traps...


all items that would need to be crafted first and then only the person that made it can use it.


this is far reaching i know, something that if the dev's liked would take 6 months before we saw anything... but i like the idea and feel that it would be worth the wait.


yes? no? comments? debate? or is this all just silly?



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RotorofCorRng
Sat Jan 31, 2004 12:15 pm
#3

#1) Allows to build pavers for player cities.
#2) Allows to build combat structures for the GCW.
#3) Customizable Floorplans (Long wish, but what the heck).
#4) Bridges.
#5) City Walls.



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Pawlin
Sat Jan 31, 2004 12:43 pm
#4

Being able to build some sort of GCW structures is on the top of my wishlist. Even if its just something that can only be deployed on the battlefield areas and not elsewhere. However they do it, I think having this ability would add a new and fun angle to our jobs.


It could even be an Elite profession on top of architect like "Combat Engineer", but only if they could implement it so that there is only one more skill tree to get so that it doesn't take too many skill points.


A few ways we could participate in GCW:



  1. Faction based decorative furniture items

  2. Allow us to repair faction bases for money.

  3. Let us build faction structures by spending a reduced faction point cost. e.g. you need a pile of materials plus 25k faction points instead of just 50k points

  4. Shield generator city structures. This would be a city structure that would keep overt members of the opposing faction out of the city. It would cost the mayor faction points to deploy. It is something that the opposing forces could attack but you could replenish with a "shield generator battery pack" which of course we would make.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

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Xohamz
Sat Jan 31, 2004 5:16 pm
#5

This is more "New Content" and not-so-much "Role in the GCW". It is fairly focused on harvesters and harvesting.


Have heavy harvesters have a droid slot. If a droid is in it, the harvester will automatically switch to a useful resource when the current one depeltes, it will contact you when it depletes, tells you of new resources that appear there when they shift and so on. Also they could pay maintenance when it comes due, report when out of power, you get the idea. Maybe better experimented droids have more features. Also, they could give you a remote control ability. The radial menu for that droid in your datapad while it is in the harvester will have options to switch to other resources and so on.


Droids that survey sort of like bounty hunter droids. Add the display to the planetary map.Clear the data when the resources"shift". Better experimented droids might give you full stats on everything they find, or they search more resource types at once etc.


Vehicles that can have a droid that surveys while you drive, maybe just a droid slot for the vehicle schematic and maybe only works with the landspeeder so those are actually useful. Who the heck buys slower transports? Answer: nobody. This helps Master Artisans which I'm guessing many architects are already.


Binary load lifter picks up your hopper contents for you and waits at starport (using fade-in fade-out animation so you don't have to really animate this). The code could be very similar to the code that is invoked to call a pet. ONly you could have the droid appear further away and walk toward you, it would start based on a timer and location etc. Oh, and don't forget to send him back with a batch of power to load up into each of your harvesters for you. Better experimented load lifters move faster, hold more in their huge hoppers, can deliver to a vendor, and so on.


Do that stuff, and the droid engineer will stop sucking, and all the boring part of the harvesting is removed AND, it is all done in a plausible "realistic" way. Plus heavies will be much more advantageous overmediums and maybe we can ask a little more cash for them. These droid enhancements could be scaled for each harvester size so that the price point can scale up much more. Note, though I think this will help droid engineers a lot, I am a master architect and I want these features for ME.



Erym
Sat Jan 31, 2004 5:39 pm
#6

items made by architects for the GCW


1) Bunkers........ would give players a defensive bonus when inside


2) Trench ...... smaller version of Bunker


3) Laser Canon turrets..... like in Empire strikes Back..... could work with weaponsmith here


4)Barbed wire? or a starwarsy version of it??? Laser fence???


5) Comand outpost....could be a larger version of bunker....made with help of Ranger....would allow for healing and defensive bonus


if i think of anything else i'll try to post befor i forget ...lol


thank you for volunteering your time as correspondent


Erym
Sat Jan 31, 2004 5:49 pm
#7

for #3 i know you can get Turrets with FP but would be nice if we could make them.... would be costly though..... and they would be destroyed alot = more business
Cronus3
Sat Jan 31, 2004 5:55 pm
#8






Erym wrote:
for #3 i know you can get Turrets with FP but would be nice if we could make them.... would be costly though..... and they would be destroyed alot = more business






Faction oriented architects should be able to make Faction buildings.
PsychoticChipmunk
Sat Jan 31, 2004 6:13 pm
#9

For player cities we mayors need to be able to place streets, walls, archways, bridges, and stairs. I think baj is asking for this as well so if you join in the choir it might get pushed up a bit higher on the priority list.


There need to be "urban structures" player homes and shops that can only be dropped within a player city (if the city shrinks or is destroyed it will stay so it doesn't grief people for having an evil mayor) have them look like the ones in NPC cities. This will create a swell of homes in player cities which will increase the number of statues, fountains, and lamps sold as well as allow Corellia to have nice looking homes. So win, win.


I feel that factoin bases and scanners should be made by archs. With the imperial crackdown and future patches I"m pretty sure PvP is going to get a bit revitalized so bases will have a higherdemand. (they've just gotta get fixed soon right?) So lower their faction cost, but rather then getting a deed you get a single use schematic for arch's to make bringing actual money involved as a sink. Same thing goes for faction furniture. It costs 1k to get a chair...well that's just stupid. Make it 500 and enough resources to cost like 5-10k as well.




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yodaguy5
Sat Jan 31, 2004 6:28 pm
#10

1. Paving for player cities.


2. Bridges (water or over crevices/gaps etc.) and be able to choose the size/width.


3. City walls.


4. Steps (for hills and such).


5. Starports.



I may change my list if i think something is more important than what i have now.

yodaguy5
Sat Jan 31, 2004 6:36 pm
#11

since steps are probably easy to add i would say add customizable blue printing of houses with that. i think architects would get a lot more business because people would want new houses to fit thier needs/desires.
PsychoticChipmunk
Sat Jan 31, 2004 6:43 pm
#12






yodaguy5 wrote:
since steps are probably easy to add i would say add customizable blue printing of houses with that. i think architects would get a lot more business because people would want new houses to fit thier needs/desires.






You're kidding right? Steps would be a long ways off because of how difficult they will be to code in. Same goes with bridges. Pavement really shouldn't be but that's neither here nor there.



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yodaguy5
Sat Jan 31, 2004 6:47 pm
#13

how much do you have to code to create a stretch of steps that go up a hill?
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