Architect Archive

Thread: Crafters Workshop.. New Structure Idea # 2.. Open Discussion

Dvnce
Wed May 19, 2004 1:11 pm
#1

Ok .. It is obvious that this is a popular Idea.. This will be the second Structure Idea that I will Present to the devs so Lets discuss this and refine the proposal...



This is how I see it from all the discussions so far... .


This would be a new structure available to Master Crafters.. There would be 4 styles like the factories.. So If you use a food and chem factory now you would Use the food and chem crafting workshop.. A possible existing floor plan that could be used are the current Player City Med Centers...(although it should be a little bigger).. The interior decoration would be matching the crafts it would represent. Benefits of this workstation would be built in Mini factory that would have 50 unit input hopper.. and maybe as small as a 10 unit output hopper ( we dont want these to be for Large factory runs.. but say I want to make a medium miner schematic.. I would make the small storage module schematic.. light ore mining unit.. and generator.. run off a unit of each in the mini factory so i have the componants I need for making the Medium Miner Schematic) .. Crafting stations would be build into the Structure.. So for our architect workshop it would have build in a generic station and a structure and furniture station.. Storage would be increased to 100 units per lots required for placement.. Cert for this structure would be in the Master Crafting Professions.. ( i e .. Master Bio Engineer, Master Doctor, Master Combat Medic, Master Chef, would be certed for the Food and Chem workshop.) This would require 4 lots to place.. (so 400 storage)..


To craft this structure it would require..

1000 units of iron

500 units steel,

350 units lub oil,

500 units copper,

2 ident power cores,

2 ident manufacturing units,

5 ident structure storage modules

and 8 walls

It would need also .. One generic Crafting station and One specific Crafting station..( so for architect workshop I would need to put in a Structure station and a generic Station... ( weapons workshop would need two generic stations)



This would be a master Architect Craftable Item... this would NOT be a Player City Specific Structure..


Ok just like we did for the All terrain Harvester idea Lets discuss this idea.. let me know what changes or adds you think should be included into this.. and we will summarize this into a final presentation soon...




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Mkappus
Wed May 19, 2004 1:17 pm
#2

Dvnce,


Not a bad idea, but making it 4 lots is a big mistake, 2 lots 200 storage is the way to go. No way the devs will increase the max item storage for us for a new structure.






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AlaManQ5
Wed May 19, 2004 1:20 pm
#3

I love it

/sign


My crafter on Ahazi (Master Artisan/Master Tailor/TKM) would make heavy use of the Tailor Workshop.


Are you also considering different designs for each Master Crafting Profession too?





\\\ Sethrak Felbovv ///
\\\ Master Carbineer - Rifleman - Master Bounty Hunter ///
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Dvnce
Wed May 19, 2004 1:30 pm
#4






Mkappus wrote:

Dvnce,


Not a bad idea, but making it 4 lots is a big mistake, 2 lots 200 storage is the way to go. No way the devs will increase the max item storage for us for a new structure.










right now med center is 3 lots and cantina is 5 lots.. figure 4 would be perfect right in the middle... and would justify the benefits of this structure..


and yes there would be 4 different designs on this.. just like the 4 different factory designs..





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Earymi
Wed May 19, 2004 2:23 pm
#5

Conceptually I think this is a great idea -- but I'm wondering why we would request a schematic that requires a resource we don't need to gather for anything else (i.e. iron). The last thing I need is one more resource I need to stockpile. (And I'm a Master Arch/Master Artisan/Master DE. I'm already gathering resources for 3 master crafting professions, and none of them specifically require iron.)


I'd request that we change that to something we already have to stockpile (in fact, almost anything we already have to stockpile, even if it's a named resource).




Earymi Iekia, Master Doctor, Pikeman
Arolena Eto, Master Droid Engineer, Master Artisan, Master Chef

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ZenDragonMLS
Wed May 19, 2004 6:28 pm
#6

Well, Mr. Modularity here.

Just looking at "housing", crafters have a wide range of needs. At one extreme are people who just need a private space to craft in and to store resources, whereas at the other extreme we have crafters who need to make their houses public, accomodate multiple vendors, and perhaps display some/all of their wares. (My wife has a Master Tailor who has a medium Naboo dedicated to show off most of the clothing items.)

Different crafters have different pressures on their lots, ranging from someone using a small round Naboo so they can maximize their lots devoted to harvesters to the crafter that just buys all of their resources and doesn't care how many lots things take.

Some people don't care at all what style of house they have and others care very much, either due to strictly personal preferences or due to wanting to fit in with the "atmosphere" of a planet or of a player city.

So lets boil things down to the *common* requirements of crafters:
- they need 1 or more crafting stations
- they need storage space for raw resources, components, and finished good over and above any need to make the place look "like home" or to have a showroom.

In addition, the following are "nice to have" features:
- ability to use a factory without braving the spineflap guards and shaupaut hunters outside my damn front door
- perhaps the ability to have a distinctive sign outside the front door
- potentially other "perks"

Because of the wide range of drivers on house size and style, I would advocate that we NOT introduce a new structure at all. Rather, I think that we should be able to produce specialized "crafter kits". These would be items that encapsulate features derived from the requirements.

So, for example, we might make a "chef kit" that has the following characteristics:
- acts as food/chem crafting station
- has a storage compartment that holds X items (I'm thinking 50-150 items) that DOES NOT count against the house total
- acts as a "mini-factory" (with suitable limitations in input / output / speed)
- maybe looks like a big commercial oven or something
- usable by someone with Novice Chef or better

Only 1 "crafters kit" per structure allowed.

I've heard that the art department is one of the developers critical resources. If need be, they could just recycle the artwork for the crafting station and glue a box onto it or something.

This would be an item that all elite crafters would want. You'd pick the limitations on storage and the mini-factory such that it doesn't radically imbalance the world. Since it would require Novice * to use, not everyone would have access to this. People who were using houses owned by someone else could make use of it. No new building design or floorprint needed. You can put it into whatever kind of structure that you want.



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Fneegan
Thu May 20, 2004 8:00 am
#7

I'm gonna hop on this one while the replies are still low..


Sorry to be negative but I'm not quite for it.I'm not sure why reinvent something we typically already have, that's not broken and does a fairly good job as it is?


Factories currenly sell relatively cheap and this one sounds at least 80k (approx 10k per wall). Factories take 1 or 2 lots; this one takes 4 lots.


The input hopper seems big and the output hopper too small.


These willalso affect the sales of crafting tools, crafting stations and factories. A sale of one of these willreduce our current sales of 3 items (a factory, a tool and a station).


I don't really seethe benefits ?


Ryecrash
Thu May 20, 2004 8:47 am
#8

I agree with every part of the original idea except the amount of lots it uses. If you're a crafter who has a house and/or a merchant tent, a factory (for larger runs than the proposed structure), and a decent amount of harvesters, then 4 lots is way too much. I'd rather go for two lots. It is the only change to this plan I can think of. Without this change, 99% of all crafters will laugh at us architects for trying to sell this to them.



-Ryick Pa'tran-
ITEC
Galia, Naboo
Master Pistoleer
Master Smuggler (soon to be)
Huntercrom
Thu May 20, 2004 9:17 am
#9

I likewise agree with an earlier poster about the need for Iron on this. Let's keep it simple and not have us go running off to find a resource that we don't really need to keep in stock. Just make it Metal, and leave it at that.


As for the amount of storage. HA: You think you're going to get a structure with 400 units of storage, Not likely. Keep it at 4 lots, but 250 storage as it should be, i.e. 4 * 75 = 300, but 250 is the current cap.


I think that these really need a new face lift too. Not just some current work over of a current house. Perhaps a 2 story type structure, with maybe one or 2 rooms above the main area.


The idea of this concept was to give a Chef his own restaurant, so, why not make it similar to a Cantina, without the stage mind you, and open up the 'Bar' area a little more so that it is more of an open kitchen style; i.e. where he does his crafting. Have the opening to the building coming from the 'Dining Room' area, i.e. where the stage is currently at in the cantina.


But in adding an upstairs to it, you'll give the 'Crafter' the ability to place his stockpile of resources or what ever. He can even declare this new building as his residence is he wants too. As with 2 more rooms in the upstairs area, he'd have room, so to speak, for a bedroom. The owner would be able to call his restaurant home too. You could do the same with a basement instead, if you so choose.


_______



I don't want to see this young man's idea get to bastardized either. It was pretty simple and straight forward. He wanted a building with mini factory, crafting station and storage. He wanted it to look like a restaurant, so he could decorate it as such. That way he could add a theme to the fact that he was a chef. I hope we can keep this in tact. It's a very good idea. I think one that would go over very well with the crafting proffesions. I.E. a Weapon Shop, with shelving units that actually hold weapons. An Armor or Tailor shop with Manequins that will hold clothes, i.e. the latest fashions, without losing them because you put them on your vendor.


It's things like that, so they can be themed out to the appropriate crafter. With equal space to two small houses, so that they can maximize their storage into ONE central location, rather than 2 or 3 different locations.







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Kyrien
Thu May 20, 2004 10:41 am
#10

I like this idea, however I would sugest a few changes....


As some have already suggested, make this a house type structure with a large open first floor usable as a shop / restaurant / workshop area. On the second add a few rooms so that the owner could live in this structure.


Maybe have it available in two sizes (ie like medium and large house + 01 lot to balance out the extra features.


As for the factory, make it 20 item input and 20 item output. That is 1/5th of a regular factory (Structure factory should be changed to 01 lot for continuity).


Make 01 Genera crafting stationa a requirement (will not be usable), plus be able to add 01 to all 04 crafting staions for use. No need to see these, just have their effectiveness when inside the structure and viewable in the examine window.


As for storage, until this gets addressed across the board, storage should be in line or just higher that house storage limits.


As for Master Elite Profesion required for certificaition, I'm not sure we should really be limiting access to these for sales and balance reasons.


As always, just my 0.02C....


Kyrien



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Dvnce
Thu May 20, 2004 10:43 am
#11


im not sold on iron being needed.... was just an idea...



As for the restaurant yes this is to accomidate that.. I am I am not sold on the floorplan.. just know if it is as big as the cantina .. devs will want 5 lots for it.. also this is something that alot of crafters have asked for so we need to cater to as many crafters as we can... the more professions we can touch the more possible the plan is to get inacted..



As for the concerns of this taking away three possible sales.. this is not to replace factories.. or crafting stations.. as you can see the schematic requires 2 ... this is so crafters do not have to use a House for a work station.. the benifit of this will to allow for more storage.. ( a little) and a little convieniance in crafting...


Message Edited by Dvnce on 05-20-2004 10:47 AM




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

FruntLWudge
Thu May 20, 2004 3:00 pm
#12

This might sound on but what would be the purpose for this?

Would this pritty much make it so no one wouild have to go out side at all they jsut go him let micro another class...... now i can do that because i don't have to leave to go to a facotry. I lost my fath in the other crafters all i see them do is micro/grind out the work and not even put any soul into the professions. I see this even from the people who use the professions as a perminet class. Well i am getting off subject. Ok what is this for? so now you have bolth a crafting station and a factory in one building well why don't we just through in a minieral extrractor in the center of this building and call it anti-social here i come.


Well i am sorry if i offened any oen with those few comments but that is how i see this idea, my sincerous apologies to you Master Dvnce.
Huntercrom
Thu May 20, 2004 3:12 pm
#13






Dvnce wrote:


bah .. lithium .....

Message Edited by Dvnce on 05-20-2004 10:44 AM





The forum or the drug?



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On Naboo, Just outside of Moenia to the North.

Sales hall located: 4106, -2705

All sales are final.
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