Architect Archive
Thread: Renewable Revenue
I think everyone here should go check the Dev Tracker and read Q's posts on the GCW.
Why are architects not making these bases that he is talking about? They are almost exactly what some of us have been asking for! Attackable, nonredeedable faction bases that can be destroyed by the enemy.
Totally unrelated, but a boost to architects are the changes on TC for the next major update. There are two items that will directly affect our sales.
1. Potential energy will start having an effect on power costs. Radioactive tends to have a much higher potential energy than solar or wind.
2. Sampling radioactive will cause sickness.
We should see the sale of fusion generators go up because of these two items.
TEF flag for houses with Overt factioneers in them. Able to do damage to the house and allow Archs repair tools to fix this damage.
Also add drag and drop features. Some of those features could offset the damages (like shield generators) but would increase certain types of Maint costs (creds or power, or both). Additionally, they could be upgraded. Also being able to upgrade a small to a med and a med to a lg wouldbe nice.
This could also give the architect a sor of camp.One that is required to use to help set up a 'Construction Zone' to repair the house. The Zone disallows entry or exit of the house for a period of time while repairing, and for a little while after so the Arch doesn't have to stand there. Maint would be suspended on the house for that time, but one could only be placed once per week. That way it also limits the PvP action for allowing the duck and hide for Overts unless someone wants their house blown up, even if it can be repaired, since it can only be reparied once per week.
Houses are eternal, and if that fact remains, there will be few Architects long-term.
I could think of many ways remedy this, but the simplest solution is usually the best.
Here is one simple solution:a portion of the maint.goes to the Architect who made the deed.
A more complex idea would be"house mods". There could be mods to: add afencearound the house,change the house style, boost the house style to the next level (addition), change the color of a room, paint the outside of the house a different color, house moving mode (cannot move without this), etc.
I'm not planning to become an Architect, but I feel sorry for people who are crafting their way to the top and will not be able to sell any more houses when they get there.
As with so many others, I disagree with the decay of houses. Let the maintenance fees increase over time, and to reduce them the homeowner would need to buy a repair kit. I certainly (as with many others here) do NOT want to waste my time personally repairing everyone else's structures, but I will gladly make them the tool to do so themselves. Droids (when they worked) required batteries, as houses should require some higher than average maintenance. Let the current maint fee become a property tax, and have the owner sometimes get a message that his/her home is in need of repair. And no, players should not simply be able to pack up and move a home, at least not without a tremendous cost.
Allow harvestors to decay, or parts that need to be replaced. But, unless the resources quit running out every few days, harvs do need to be mobile. If I had to replace a harv instead of moving it everytime a resource ran out, I would have quit the game long ago.
As for the gcw idea, awesome! It would be a great boon to our business, just use it to replace the construction tree. Allow smaller items to be destroyed more easily, and make repair kits for the larger ones.
I definitely agree with the addition of custom houses/modules. Let us customize the whole house as a special order. Also, let us build decks, additional rooms, or how about storage sheds (lol)? Maybe every 2 or 3 additions will require one extra lot.
Yes, we definitely need a renewable income source, but I don't think the decay idea will work as planned. How many other "fixes" have ended up nerfing us even more?
And definitely furniture needs to have the same customization options that tailors have for clothes. Make our furniture a little more unique, and make it actually useful.
I think all of these things combined may relieve a lot of our worries. I also know that these are not the answer to all of our problems, but they may be a great start.
This may have been said already, but i really didn't feel like reading 7 pages.
Anyway, instead of buying turretts and stuff for faction points, architects should be able to construct smaller turrets and minefields, and shields that took alot to knock down, and slowly recharge. These could be used to protect important structures, or cities. Once down, shileds collapse and the generator could be destroyed. Also, nutreals could buy them, and they wouln't let anyone in, unless the shiled was brought down for a short time-from inside. this would increase the usefulness of coverts, they could infiltrate a factional base and disable the shield for those outside. smaller generators could protect gates in player cities.
Those of you advocating decay stop and consider this for a moment. At some point in time we are going to have swoop bikes, speeders, player cities, battle droids, starshipsand who knows what else, all with the potential to have punitive item decay on them. As it is now I can barely generate enough income on a daily basis to keep up with maintenance fees on my small house and 3 personal harvesters andweapondegredation. Yes my balance is growing but I fear the day when I login and can't make enough just to keep up maintenance fees on my 'stuff' or worse yet, not make enough. I want to be able to login, make some cash, socialize, maybe participate in the GCW and generally have fun, not be forced to use all of my playime for upkeep costs.
Looking for renewable revenue. .gain the ability to make and sell faction structures.
IThis is what I like/propose/wish:
1. Imperial/Rebel Architects can pay Faction Points to acquire Factional Building Schematics. The faction points for the schematics would be the same as buying the building, just the architect would be able to reproduce it.
a. These factional building do not come with troops of any kind, the troops need to be purchasedand"placed" in the building in order to defend it, etc etc
2. In order to satify the Dev thirst for more cooperation between classes, an architect who can build turrets can only build the base structure. In order to complete the Factional Deed he/she must acquire a weapon mount deed from a Factioned Weaponsmith, and if they want a very nice armored turret, must acquire an armor deed/component from a factioned armorsmith. The architect them can combine these components to make the final structure. This idea can pan out for all the GCW structure. For example a DE can provide a medical droid to be placed in a faction medical cener to heal when there are no medics around. BTW I know they dont operate like that at the moment, but it would be nice for a useful DE droid
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Matsuri Auroch
Gorath
Haven't been reading these boards at all so I'm a late poster for this but here I go.
I can see where people wanting decay are coming from. Once someone gets all the harvesters they need they are done getting them unless they are lost via a bug or just dont reclaim for whatever reason. Eventually people won't need our stuff and out of revenue.
The thing that I don't like is, then I'd get stuck having to worry about making new stuff for myself also. Be it that I'm greedy or whatever but I don't want to keep having to remake new mediums or large harvesters. I already have trouble with my factory running and wasted materials making the schem for a heavy min, the factory eating 2 heavys worth of resources and then when I knew it was broke, tried doing it by hand and failed. So out of 5 heavys I got to make 1 ugh. I can't imagine, under the conditions of factory/crate and other bugs having to worry about making new stuff for myself, let alone others.
I read a little into the thread and saw about making new schematics to insert into a house or whatever to bring its decay back up. If they made like a 1k resource schem that was required for any structure, like a one use repair kit useableby anyone. I think that would be a much better way to go. If I had to maintence 30 harvesters makingarepair kitover making 30 new ones, I'd be happy with that. Sure not nearly as much cash but more reasonable imo.
Would need to tweak the timer on the decay rate so you didn't have to do every day but something worth thinking about.
I think structure maintenance should get progressively more expensive as the structure gets older...to the point where it's too expensive to maintain any longer. At that point you would need to buy a new structure. I also want to see decay on furniture along with color customization
I think decay alone on furniture wouldn't be enough incentive to keep people buying...alot of people would just get annoyed with it and not furnish their homes at all...the colorization would make a big difference with that I think just like it does with clothing.
Zarcath wrote:
Some Chance- No decay, drag-and-drop items purchased from Architects needed
Least Chance - They revolve and introduce newhousing schematics frequently so players buy the "new thing"
I really like these ideas.