Architect Archive
Thread: On Going New Structure Idea Thread..
jason67
Wed Aug 11, 2004 9:59 am
#144
If you want structures for renewable income then you would have to create structures for the GCW. I think destructable walls, turrets, faction bases, etc...
Walls - Crafted by Architect no faction aligntment required(different versions that have different HP's)
Mines - Crafted by Artisians requires WS components(no faction alignment required)
Turrets - Crafted by Master Artisian or Architect, would require components from DE's and WS's.(no faction alignment required)
Bases - Crafted by Master Architects and would require faction alignment, would only be able to craft for your faction.(would require use of faction points in the craftingand would give a TEF, meaning you would either get booted from your house upon crafting or you would have to go overt to craft it.)
Rebel/Imperial Armor(ie. Storm Trooper) - Crafted by Master Armorsmiths, would require Tailor components and Architect components only craft for your faction.(same as bases requiring faction points and TEF) As they generally have lower resist I think the tailor made enhancements should also apply.
SaintFox
Fri Aug 13, 2004 2:36 pm
#145
I am all for:
PAVED ROADS! (sell these down right... don't have them take a lot of resources and don't make politicians pay maintiain! Only if they are used outside city limits should maintain need paid!)
fences/ city walls /archways (same)
fighting pits
museums
mansions
furniture! furniture! furniture! ( especially more plants, mall type furniature, lamps, etc!)
some odd ones just for suggestion:
one time use= mini market ( a table with a tent over it. to be dropped anywhere for 2-3 hours)
one time use= a mini-stage (for street performers: allows cantina like abilities outside for 2-3 hours)
IcepickIIIDragonrider
Wed Aug 18, 2004 10:20 pm
#146
I dont got much to say...already brought up my ideas a few pages back. However, a museum would be pretty cool. There are a few ambitious folk that built a museum, which kinda made me choose thier city to join for thier dedication.
So....Museums would likely be a large house or guild hall with a "museum layout"
JTL expansion-I dont know how much of a threat spaceships would be to the planet in general...but...have planetside guns. Huge as hell things, kindahurt ur neck lookin atthem kinda big. So as to protect from Star Destroyers, or other planet destroyer ships.
This also goes for orbital defense platforms...or whatever. I guess the shipwright will get to do all the fun stuff in space related activities for crafting.
The socket idea for house layouts, and outdoor add-ons, good stuff. I dont care about lag if it looked like that...and i got a slow 56k modem which runs usually at 36k.
bluejanus
Thu Aug 19, 2004 1:02 am
#147
jason67 wrote:
If you want structures for renewable income then you would have to create structures for the GCW. I think destructable walls, turrets, faction bases, etc...
Turrets - Crafted by Master Artisian or Architect, would require components from DE's and WS's.(no faction alignment required)
Bases - Crafted by Master Architects and would require faction alignment, would only be able to craft for your faction.(would require use of faction points in the craftingand would give a TEF, meaning you would either get booted from your house upon crafting or you would have to go overt to craft it.)
If the Devs are crazy enough to consider aerial vehicles (i.e. strafing runs), then perhaps a new structure would be a man-able turret, one that could be destroyed. Assuming that aerial combat is going to happen, then this would fill a niche that isn't filled by ground based fp turrets. And to place said turret, you'd have to so and so ranking.
atomicdog
Mon Aug 23, 2004 7:55 pm
#148
City decorations - Walls, gates, archways, pillars, benches, bridges, towers,for a few examples.
Landscape - Enable architects to design landscape plots to modify the local terrain. This would enable structures to be placed in previously inaccessible areas and would also make cities look like cities and on just a collection of houses. Examples pools/ponds, streams, water falls, trees, hedges, shrubs, flowerbeds, roads, plazas (like in the front of theed starport)
Housing customization - customizable floor plans, floor and wall colors.
Warehouse - extra storage.
New funiture decorations - Rugs, baskets, pots, new plants, holoviewers (TV's), stereos for a few examples.
Landscape - Enable architects to design landscape plots to modify the local terrain. This would enable structures to be placed in previously inaccessible areas and would also make cities look like cities and on just a collection of houses. Examples pools/ponds, streams, water falls, trees, hedges, shrubs, flowerbeds, roads, plazas (like in the front of theed starport)
Housing customization - customizable floor plans, floor and wall colors.
Warehouse - extra storage.
New funiture decorations - Rugs, baskets, pots, new plants, holoviewers (TV's), stereos for a few examples.
Poldano
Tue Aug 24, 2004 10:59 pm
#149
I'm not sure if this idea has been mentioned before, so I will mention it and maybe other folks will have something to embellish it with:
Power-ups
Poldano
Tue Aug 24, 2004 11:28 pm
#150
Doh, screwed up typing...
... Power-ups for Harvesters.
What I have in mind is not something that is real basic, but that benefits from good materials, experimentation, and optional components. Most importantly, they would decay, lasting to their durability limit or until the harvester is redeeded, whichever comes first.
The basic materialsquantities usedwould be close to the materials quantitiesof the extraction units used.
Two kinds of qualities that can be experimented: Efficiency/Effectiveness (which we all know and love) and Durability (number of hours the power-up lasts).
Different sizes for medium &large harvesters, or large harvesters take two power-ups at halved effect each.
Specialized types according to the extraction units: ore mining, pumps, flora harvesters.
Benefit range for effectiveness something like 0% to 33%, enabling medium harvesters up to 13 efficiency, large harvesters up to 17. Actually, I wouldn't mind being able to boost large harvesters higher, with more power-ups at the same time.
Benefit range for durability would be0 to 10 days or thereabouts.
Good components without experimentation, or experimentation on average components by masters, should yield around 1/3 maximum possible stats.
Best resources should yield something like 2/3 of maximum possible stats. I'm thinking DR, HR, SR, and UT would be the resource stats, at least for durability. Maybe some others should affect efficiency.
Optional components would be master artisan components to provide up to 1/3 of maximum status, with both experimented effectiveness and durability helping. Micro sensor suites, control units, energy distributors, and power conditioners were the artisan components I had in mind as candidates for optional components.
So, what would you pay to boost your harvies by around 30% for a week to 10 days? What would a high-end crafter/miner pay to boost production on the best materials?
Best Regards,
Saego Kennar, Wanderhome
Master Architect / Master Artisan / Master Merchant(some of the time) / Novice Politician / Indifferent Marksman
FeydSWG
Fri Aug 27, 2004 4:53 pm
#152
I want a workshop building (or warehouse) that could be up to 6 to 10 lots that actually can store 500 to 750 items in it... right now I have one building for each resource type, and 2 or 3 buildings for parts... although it makes for nice formations of streets, i would like to keep some things under one roof so I don't have to run all over town to collect my crafting supplies.
It can be single story, 2 or 3 rooms tops... just able to store more stuff in one building.
Mall type buildings are good
Merchant buildings
Creature Handler Preserves (or corrals) that Ch's could store additional pets (and display them outside of their datapad).
RandomPrecision
Sun Aug 29, 2004 11:06 pm
#153
I'd like to see something similar to a pond.
Here are some ideas for it:
- It would need either potted architect plants, or flora resources, to give the pond vegetation.
- It would also demand a large amount of water resource units
- You could put optional components in it such as fish (they would have to be non-filet'ed) to populate the pond, or you could put gemstone in it to have a crystal formation inside the pond
If you put fish in the pond, you could be able to fish in it, but only catch the types of fish that you put into it in the first place.
yorukaze
Mon Aug 30, 2004 6:52 am
#154
Refah wrote:
Warehouse
A structure where I can store maaaaaannyy items. Interface like a factory.
I am tired to store all my items in more houses then I really need, in factories or vendors.
And I think this is a structure that many people would like and use.
Yes!
impeerial
Mon Aug 30, 2004 4:26 pm
#155
underwater buildings
can only be made in bodys of water, has an elavator to take you down to it,
underwater citys
has normal city building but underwater
yorukaze
Mon Aug 30, 2004 6:05 pm
#156
Molique wrote:
Here's a good idea, that I just posted in another thread. A refinery - to refine/change the liquid and solid petrochem fuels into power for harvetors and factories... (and maybe starships...)
Just a thought...
Ethean
That would be awesome