Architect Archive

Thread: Lot Complaints -- Idea

DatsunZMan
Wed Dec 01, 2004 11:36 am
#1

As a thought, and I don't know if this has ever been espoused, what if as your level in specific trades (say those with higher need of harvesters) increases, you get more lots to place harvesters?


Example:


Architect (obviously for this forum):

Novice -- +1 Harvester -- Total 11

Construction 1 -- +1 Harvester -- Total 12


Construction2 -- +1 Harvester -- Total 13


Construction3 -- +2 Harvester -- Total 15


Construction4 -- +2 Harvester -- Total 17

Master -- +3 Harvester -- Total 20


This could probably be used across the other crafting trades using their experimentation giving skill tree to allocate more lots for harvesters and reserve the initially allocated lots for things other than harvesters.



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crackhed
Wed Dec 01, 2004 12:31 pm
#2






DatsunZMan wrote:

As a thought, and I don't know if this has ever been espoused, what if as your level in specific trades (say those with higher need of harvesters) increases, you get more lots to place harvesters?


Example:


Architect (obviously for this forum):

Novice -- +1 Harvester -- Total 11

Construction 1 -- +1 Harvester -- Total 12


Construction2 -- +1 Harvester -- Total 13


Construction3 -- +2 Harvester -- Total 15


Construction4 -- +2 Harvester -- Total 17

Master -- +3 Harvester -- Total 20


This could probably be used across the other crafting trades using their experimentation giving skill tree to allocate more lots for harvesters and reserve the initially allocated lots for things other than harvesters.




Back in beta there was a mining profession, something like this would have worked well with that prof, but they scrapped it cuz they said noone would want to play that prof.. odd how many miners we have in game eh?

SmokingFrog
Wed Dec 01, 2004 12:33 pm
#3

I agree that this is a problem. I find it most distressing that as an architect I am unable to place a large house and still have sufficient lots available for harvesters and a factory. Unfortunately, it would suprise me if they changed lot allocation to compensate for this. You're idea is a sound one in premisethough.


I'm inclined to look to theother skilltrees for ideas/support on this. At 0-4-0-0, a merchant gets a 20% break on structure maintenance costs. Various other profs get additional perks - more pets, more vendors, etc.As far as I know, the architect gets notangible perks at any level - no artisan classes do, which is a shame. Perhaps at a comparable skill level an architect could get 20% more lots? In essence this would only mean 2 more lots - but I do think+10might beasking too much. Or possibly allowing us to place a primary residencefree of the lot count? Lots of directions to go with this - but any perk would be welcomed.



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Corran950
Thu Dec 02, 2004 1:05 am
#4

It isa good idea it would need a bit of tweeking before implementing. make the extra lots usable for harvesters ONLY, this will prevent loot horders from taking the tree to get the extra lots and placing that many houses/factorys.Have the harvesters use up the extra lots first, so later on you wish to place a different structure you can if you have any advailable from your starting 10 lots.



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Braydin
Thu Dec 02, 2004 8:30 am
#5



crackhed wrote:


DatsunZMan wrote:
As a thought, and I don't know if this has ever been espoused, what if as your level in specific trades (say those with higher need of harvesters) increases, you get more lots to place harvesters?
Example:
Architect (obviously for this forum):
Novice -- +1 Harvester -- Total 11
Construction 1 -- +1 Harvester -- Total 12
Construction 2 -- +1 Harvester -- Total 13
Construction 3 -- +2 Harvester -- Total 15
Construction 4 -- +2 Harvester -- Total 17
Master -- +3 Harvester -- Total 20
This could probably be used across the other crafting trades using their experimentation giving skill tree to allocate more lots for harvesters and reserve the initially allocated lots for things other than harvesters.


Back in beta there was a mining profession, something like this would have worked well with that prof, but they scrapped it cuz they said noone would want to play that prof.. odd how many miners we have in game eh?



]]


Removed Miner but Left merchant in. I think I know one person that PLAYS as a merchant... I know tons that have the skill, but its more just number of vendors you can have, not many would actually use it as a profession..



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electorate
Thu Dec 02, 2004 10:39 am
#6


My thoughts are that any master crafting profession should get an additional lot. We all need resources to craft so just dont limit it to one class. Also what needs to be changes is the number of items a lot can hold. Yes I am a master doc that crafts, but I am what some would call a loot collector. I dont see anything wrong with that. I have been playing for over a year and everyone tends to collect stuff. I have 1 med house that is just decoration, but all my other lots are used for resources components and loot that i want to sell when there isa market. Some may say dont decorate a house, but if people were to NOT decorate there would be lees business for architects, which are hard enough to find to begin with.


Akack



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IcepickIIIDragonrider
Thu Dec 02, 2004 11:25 am
#7


Corran, exactly what i was thinkin, makin the extra lots only for harvestor use.


More lots would be nice in general though...or larger storage due to the proffesion....



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Ex-architect Commando.
ericrich
Thu Dec 02, 2004 2:51 pm
#8



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Sataki
Thu Dec 02, 2004 3:16 pm
#9



Patamon wrote:
Here's my idea on this whole lot situation...
#1: Make it so that people can no longer build Harvesters on their 10 standard lots, Harvesters can only built on a new type of lot called Harvester Lots, Only Miners will have access to these lots.
#2: Allow Archetects to build Harvesters up to BER 18.
#3: Make it so that Harvesters Admin rights cannot be shared, but still allow Hopper-Empty rights to be assigned.
#4: Make it so that Harvesters Slowly degrade over time (When turned on), This should be slow, not over night, but there needs to be some sort of degredation to represent wear and tear. some sort of forumla where the BER rating drops about 1 point per every 3-4 weeks of continious use.
#5: Create a new "Miner" Skill, looking something like this.
Note: EXP Would be gained mining resources
Novice Miner: 10 Harvester Lots, Abbility to place small/personal harvesters (BER 1-4)
Claim Expansion I
+10 Harvester Lots
Claim Expansion II:
+10 Harvester Lots
Claim Expansion III:
+10 Harvester Lots
Claim Expansion IV:
+10 Harvester Lots
Equipment Knowledge I:
Allows placement of Larger Harvesters. BER 5-7
Equipment Knowledge II:
Allows placement of Larger Harvesters: BER 8-10
Equipment Knowledge III:
Allows placement of Larger Harvesters: BER 11-13
Equipment Knowledge IV:
Allows placement of Larger Harvesters: BER 14-16
Equipment Efficiency I:
Harvester Maintenance Fee 95% of normal
Equipment Efficiency II:
Harvester Maintenance Fee 90% of normal
Equipment Efficiency III:
Harvester Maintenance Fee 85% of normal
Equipment Efficiency IV:
Harvester Maintenance Fee 80% of normal
4th Skill tree.... Any ideas?
Master Miner:
+ 10 Harvester Lots
Allows placement of Largest Harvesters. BER 16-18
Equipment Maintenance Fee 75% of normal
[Retrop]





I think it sounds like a great idea. I would train in it. It would sure piss off a bunch of people but It wouldd be a worthwile profession. You could make it the elite above the surveying line which currently has no elite associated with it. Maybe make the fourth line related to resource storage and sale. Maybe at the 4th tier of the fourth line you could place a resource storage house. A new structure that holds nothing but resources but can hold more than a house. And they could maybe have a box that allows the use of a harvester maintenance droid that you can send out to do your maintenance and power on your harvesters. I am sure we could come up with more but I think it sounds cool. Make all the resource whores have to spend skill points to be that profession because it is an actual profession in the game skill points or no skill points. The resource moguls make a mint.



Aristaki
~ Order of the Fallen Cross ~


DatsunZMan
Thu Dec 02, 2004 4:03 pm
#10


I don't really like the idea of a miner profession with exclusive rights to high BER harvesters. It strikes me as a way to create a cash cow for professions that don't necessarily need to use resources. What would the architect, armorsmith, chef, doctor, droid engineer, artisan, shipwright, and all the other resource hungry professions do to get resources? Why would I want to not be able to use my BER 12-14 harvesters as any of the previously mentioned professions?


As for this lets not make admin rights shared concept, that's silliness in itself. I don't trade lots, but I do share mine with fellow guild membersand they share with me. If I have a miner on a resource that they need, I have no problem letting them take care of things, or when I'm not able to log in for a few days, I ask them to take care of maintenance and power, and they do the same for me.


I don't think introducing a new profession just for mining resources is necessary, we already have miners and they seem to be doing quite well without it. But, if you insist on such a thing, instead of limiting the use of high extraction harvesters to only miners with that level in a skill tree, make the cost of production less. That is not maintenance rate, but a % increase of production of resources. For example, a miner with equipment knowledge 1 would get a 5% boost to production which would raise his BER 10 a BER 10.5 (10 was an easy number to calculate). Level 2 would be another xx%, etc. on up to a total of maybe 25-40% increase over the equipment's normal BER. This would allow it so that there would be minimal changes to the system as it stands now but still providing a benefit to the "new" profession.


As for the creation of "Harvester Lots" I'll go for the idea, but, and this is a very large BUT, limiting it to one profession so that it can milk all the other crafting professions is a load of junk. Just to be an architect building normal things takes lots of resources, and shipwright is even worse! Limiting harvester lots to one profession is only going to cause more problems. Perhaps creating a base number of harvesting lots to those professions which craft would be a better idea? For example, Basic Crafting Professions (Artisan, Medic, Scout) would get 5 Harvester lots. Elite Crafting Professions (too many to list) would get an additional 5 or 10. Then, if we choose to have a mining profession, the mining profession can gain lots that way.


HOWEVER, I do not want it to be misunderstood, I do not think we should have a mining profession, and we need to have more lots for elite crafting professions for harvesting.


darn thread hijackers...

Message Edited by DatsunZMan on 12-02-2004 03:29 PM



------------------------------------------------------------------
Ekrekek -- Capital Punishment Crafter of Nothing, Master of Armor, Weapons, and Droids...Thanks for the Respec.

Henmei Fu'kuda -- Master of Rifles and Bounty Hunting, Grinder for the Aurillian Village -- Not Anymore, Respec Jedi, for now...

----------------------------------------------------------------
"Discipline is but self-command and who commands himself is best learning to command others." --Col. Robert S. Goss, US Army, 1891, Goss Military Institute (New Mexico Military Institute
Tempus_Blackthorn
Thu Dec 02, 2004 5:33 pm
#11


Maybe allow more harvesters lots in the surveying tree? That way any crafter could get it. I noticed that only Archs and SW take huge amount of resources. WS and AS don't take that much to do their stuff. Granted, they make more, and they decay faster. I don't know about DE.




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yodachaos
Fri Dec 03, 2004 12:34 am
#12

i would bet you that if there was a miner prof. about 1/2 or more people in the game would be one.



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HEGEWIZARD
Fri Dec 03, 2004 1:13 am
#13

My Idea was lot increases to the merchant tree.


I think houses need to hold more

and resourses need to have an option to have a bigger stack size.

or be able to make a resourse bin to put resourses in so resourses dont count as an item. bin counts as one item in the house and can hold 20 diferent resourse stacks.

or something to that effect.



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