Architect Archive
Thread: On Going New Structure Idea Thread..
Gronto
Thu Sep 02, 2004 6:25 pm
#157
WE need to be able to make Hotels, gambling buildings, Jubilee wheels, lugjack machines! ALL THE MONEY MAKER Machines. Also, banks, where players can manage money and gain interest on peoples money who invest in their bank. This way everyone who invests with their 100 million dollars will increase their money (cough) crafters than cant run money missions (cough)
HSOwner
Fri Sep 03, 2004 8:18 am
#158
Putting a tax on harvestor maintinence would be a continual income source for Architects, say just 0.5% of what goes into the maintinece comes out into the person who made the harvestors bank. It's a way for Architects to get continual income and it dosent do anything to the economy, everyone is happy! ![]()
Aloriel
Tue Sep 07, 2004 2:43 pm
#159
Skyscrapers...
This is a highly advanced civilization we're in. Coruscant is a planet city. The buildings there are miles (kilometers)tall. Why aren't there such large buildings on other planets? The major cities (like coronet)have them, but we can't enter those. Why not have us able to build some to sell to cities, or extremely wealth people who want a skyscraper of their own?
I suppose this isn't a building idea but....open up the major city skyscrapers! Rent rooms out of them for the cost of a lot, as a shop, or living space. It would be a GREAT way to take some money OUT of the economy, if these skyscrapers had NPCs selling lots within them.....And imagine the traffic a crafter could get if they opened a shop in Coronet, or Theed? Just make the upkeep higher, so that everyone doesn't move out of the player cities, putting us archis out of work, heh...
DMSL
Wed Sep 08, 2004 2:33 pm
#160
Item limits per building should be changed. Small houses should be able to hold 300, medium 600 and large houses and guild halls 1000 and 1200 items. This will prevent people from buying 3-4 houses each and cluttering the landscape.
Corellia is the worst, can't even camp there due to the many houses and the stupid municipal areas.
nurTsunami
Fri Sep 10, 2004 6:21 pm
#161
oooh so many good ideas.
1. I like the idea of player banks, where people can invest with you and gain interest. I am sure there would be a ton of issues to work out with that of course (i.e. people not opening banks and then running off with your money). Cool RP idea, and good way to add more life to towns (and perhaps another prof(?) Banker?).
2. Refineries that not only take chemicals and turn them into power, but take crappy resources and refine them to highier quality. Make it a 10:1 or 20:1 ratio so people aren't churning out huge amounts of good stuff, and you can perhaps make it have a limit on who can place and operate one. I know someone a while ago mentioned a "Miner" profession. If that were to come about, that would probably be a good bet on who could use it.
3. More furniture/houses/paintings
4. Post office. Make it be able to send packages to players across the universe right away so you don't have to hop across 3 planets to deliever a good. You could make it C.O.D. (credits on delivery) or something as well. Another cool way to increase RP in towns. You could even have cargo haulers in space that haul this stuff back and forth across planets for a fee.
5. Militia barracks/police station. Time to get some law and order back into some of our towns 
6. Official Mayor's house. Perhaps some cities could erect an official mayors house, to be used by the current mayor, but given up once he/she leaves or is voted out.
7. Sidewalk cafes/restaurants/shops/malls - more places to do business instead of converted houses/PA halls.
8. Town decorations - statues/arches/bridges/better parks and gardens/etc.
9. Unversities/schools - places where towns can place all of their trainers in one spot, reducing trainer-finding headaches. Trainer fees can then also go to the town's proceeds.
10. Single use - or repairable by an architect - stages and vendor carts. To be used by crafters and entertainers - must be placed in certain locations to keep from killing off cantinas and spamming cnet to death. merchants and entertainers must be active at keys to keep the establishments up, or they automatically fold.
11. Real theaters to be placed in player cities for entertainers to use, and to hold town hall meetings in. Guilds could also use them as debriefing rooms before missions if they want.
12. stadiums - for everything from pet battles to pvp, to players vs creatures, etc. have places to enter, sit, vendor locations for food/drink. make them large enough so that you can have some good pvp battles inside them (10 v. 10).
13. hotels/casinos - craftable gambling stations to help bring in city revenue, and the chance to hit it big. Good way for people to blow some of their extra creds, or strike it rich, while helping out the city as well.
14. large terraforming machines to be used by certain people (mayor?,miner?,architect?) that can get rid of those annoying rocks and small bumps and divets in the ground. Helps increase the usable land around cities. I wouldn't suggest allowing major revisions to the land, like completely filling in ravines and levelling mountains.
15. stables - stables would especially be cool for CH to use to show off pets in.
16. storage warehouses/storage furniture - places to keep all your junk without a million houses or backpacks everywhere. Larger crate/more cratable things goes in here too.
17. GCW stuff like turrets, towers, bases, AT-ST bays, etc. Always wondered why you never see a parked AT-ST or AT-AT around...
18. museums -for those who like collecting a lot of things, can be good draws to a city, especially if there is a good collection of rares on display. Along with that I'd like display cases, not only for museums, but for shops/merchants to display their wares in.
19. a line of maniquins for shops to display thier armor/clothes on (ok, so its not reallya structure)
20. finally(!) perhaps some kind of larger building, like an apartment building where people can rent it from the city, and have a place of their own without the worries of a house.
icred
Fri Sep 10, 2004 10:46 pm
#162
A zoo. All us MCH collectors need a fargin drop off for all these pets!
vinnyw1
Wed Sep 15, 2004 10:58 pm
#164
Structure Platforms. I had this great idea, then I see that others here have already suggested it. I came to this idea while surveying for well over an hour to find a resource only to find that practically anywhere that was buildable has a player structure on it already! With platforms, we could move much of the resource harvesting offshore and not be frustrated with crowding, vegetation or topography. Who knows, someone may even want to build a player city out there.
Hall Roof Landing Platforms. While here, I'd like to make another quick pitch for having the ability to land a small ship, with the JTL expansion, on my hall. What else is that cool rooftop for?
Damaleon
Thu Sep 16, 2004 9:02 am
#165
Many of what I am about suggest have already been mentioned, but deserve repeating.
For mainly functional reasons-
1. Warehouses - make it 1 lot factory like structurewith a inventory interface that holds 150 items. Being able to store things in cabinets and chests now is great, but I want to make room in my house for decorative items, like my paintings and loot items. I want to have the space to be creative in my house.
2. Workshop - basicly a house with the standard requirements andadditionalrequired and optional items. Requirea chest, 2 cabinets,a secondsmall storage module,some steel, polymer, andgemstone, and a generic crafting tool. As optionaladditions, 4 slots forcrafting stations. When generated an "multi-purpose crafting station would be inthe building, as well as2 cabinets and a chest (each holding 50 items). The crafting station would act as a generic crafting tool and a personal crafting station for whatever types were used in the buildings construction. If multiple crafting stations of one type are used, take the highest valued station and add the all other stations to it, at 10% of their effectiveness to a max of +45 (so 2 food/chemical tools at +31.5 and 38.0 would combine to +41.15). To save load, you could have it come pre-decorated(a bench, desk, table and chair, etc) and not allow dropping, forcing all items to be placed in the chest or cabinets.
3. Harvester/Extractor Overdrive Module -Used like a customization kit for addition to a qualifying installation and only craftable by master architects, possibly as a loot schematic. Requires roughly half of what goes into a medium harvester, experiment to 3 effectiveness levels (x1.5, x2, x3) and maximum useage (up to3 days, minimum of 1 day) and relies on HR, UT, CD, and OQ. To use it, a harvester must have enough in its maintinence pool and power pool for twice the duration of the module. When added to the harvester (while it is off) the BER is multiplied by 1.5, 2, or 3 depending on the module, to a max of BER 10 for smalls, 20 for mediums and 30 for larges. After it is added, the harvester can not be re-deeded, more power and maintenance can not be added, but otherwise functions. This would ideally be used when you want to get a lot of a particularly good resource, and don't mind loosing your harvester at the end. This kind of item could help create a bit more recurring customers, and might also increase the market for other than perfect harvesters, as a BER 8 medium could reach 12, 16, or 20 for one placement.
4. GCW crafting - allow crafters to buy limited use schematics from factional reps with their faction points, inlcuding a Imperial/Rebel crafting tool schematic. Each item could have different requirements, like standard trooper armor could require you to have Personal Armor 3:Ubese (I think that's right) to craft and Master Architect for the smaller GCW bases (leave the largest bases with the faction reps). Let weaponsmiths make the turrets. All items would require the faction crafting tool and a personal station of the appropriate type, or a public faction crafting station that could be placed in static cities and show up in bases, but using these would generate a short term TEF (2 minutes maybe)
For more beautifcation -
1. More Rugs/Plants - I would like to see animal rugs, like a bantha hide rug requiring a lot of Tatooine Wooly Hide to craft. Plants too, even just small (about the size of some of the table lamps) ones for making my house more settled.
2. Zoo - While outdoor placement of animals would be a great tool for BE/CH's, I would like it just to add more life to player cities.
3. NPC Camps/structures- Only placeable in cities, you could craft a Jawa outpost that would have 3 or 4 white dot NPC Jawas, and maybe a couple of Rontos or other animals, to add a more lively mood to a city. Especially right now, with a lot of my guild mates working on the village, our city looks like a ghost town. It would be nice from an atmospheric standpoint to add non-quest, non-talkingNPCs to our city cantinas and hospitals, to add a bit more flavor.
Anyway, that's what I have at the moment.
DinesenDK
Thu Sep 16, 2004 9:08 am
#166
Just got a few words to share.
But first i like to comment the idea of funitures holding items, it has a real nice potential, but as I see it, it has no point or real effect at this time.
First of all you need to increase the total item count for any house ingame. How much it should be increased is a matter of discussion, depending on which type of house we are talking about. But if you increase the total item count you, won't get so many building scattered troughout the galaxy because people hopefully would use a bit more time to decorate it as there home, instead of just using at as great placeble backpack, now they got room for more.
This is where the new funiture idea comes in. Let's say u got a medium house, the total item count has been increased to 600. now the 600 items counts for 100%. Now let's say i buy a closet from an Architect, this closet might count for 6 items = 1%, but has the possibillity to hold 10-20 smaller items itselfs. Everybody would benefit from this, architect would sell alot of funitures, and people would be decorating there houses ALOT just to get more space, and a very nice home
And this will again give the average player alot og two free for harvesters as they no longer are used for "giant backpacks"
If SOE would do this I see a great potential for the new funiture idea, elsewhere you actully loose space if you buy a closet. Reason for that is, it takes a place it self, which could be used for loot instead if is was not there.
To finish this up you could let the architect experiment on how many items a funiture could hold to make them something to compete and work with.
That was pretty much it.
Regards
DinesenDK
But first i like to comment the idea of funitures holding items, it has a real nice potential, but as I see it, it has no point or real effect at this time.
First of all you need to increase the total item count for any house ingame. How much it should be increased is a matter of discussion, depending on which type of house we are talking about. But if you increase the total item count you, won't get so many building scattered troughout the galaxy because people hopefully would use a bit more time to decorate it as there home, instead of just using at as great placeble backpack, now they got room for more.
This is where the new funiture idea comes in. Let's say u got a medium house, the total item count has been increased to 600. now the 600 items counts for 100%. Now let's say i buy a closet from an Architect, this closet might count for 6 items = 1%, but has the possibillity to hold 10-20 smaller items itselfs. Everybody would benefit from this, architect would sell alot of funitures, and people would be decorating there houses ALOT just to get more space, and a very nice home
If SOE would do this I see a great potential for the new funiture idea, elsewhere you actully loose space if you buy a closet. Reason for that is, it takes a place it self, which could be used for loot instead if is was not there.
To finish this up you could let the architect experiment on how many items a funiture could hold to make them something to compete and work with.
That was pretty much it.
Regards
DinesenDK
Rihtan
Thu Sep 16, 2004 9:09 am
#167
Got to say I'm most interested in functional Workshops but not for a crafting bonus.
I'm working on Droid Engineer and what I want is a shop with a Repair droid and Power droid set up that can repair and repower droids just like vehicals are repaired at a garage. I do want to have a crafting station and a vendor there as well but my bis would be much better if it was easier for people to find me and I had a few basic services there all the time.
I'd also like to sell more medical droids for doctor's private clinics, a waiter droid to the chef's open air cafe, a replay module for the entertainer's small stage, and a few more repair droids for the tailor, armorsmith, and weaponsmiths. I'l like to see all the crafting/healing professions with a shop that provides a few basic paid services to everyone.
More that anything I just want to be able to get some of these shops and get some of these services even if I cant find the owner.
I'd also like a booth like the Image Designers that I can use to color droids. I'm tired of turning out those little color kits for use even while I'm in my shop.
And if we're really dreaming I'l like a terminal that shows what I can build and lets other players place orders for what they want and what they are willing to pay.
BTW - Apartments and Malls also sound really darn cool.
I'm working on Droid Engineer and what I want is a shop with a Repair droid and Power droid set up that can repair and repower droids just like vehicals are repaired at a garage. I do want to have a crafting station and a vendor there as well but my bis would be much better if it was easier for people to find me and I had a few basic services there all the time.
I'd also like to sell more medical droids for doctor's private clinics, a waiter droid to the chef's open air cafe, a replay module for the entertainer's small stage, and a few more repair droids for the tailor, armorsmith, and weaponsmiths. I'l like to see all the crafting/healing professions with a shop that provides a few basic paid services to everyone.
More that anything I just want to be able to get some of these shops and get some of these services even if I cant find the owner.
I'd also like a booth like the Image Designers that I can use to color droids. I'm tired of turning out those little color kits for use even while I'm in my shop.
And if we're really dreaming I'l like a terminal that shows what I can build and lets other players place orders for what they want and what they are willing to pay.
BTW - Apartments and Malls also sound really darn cool.
GilGalvanti
Sun Sep 19, 2004 6:39 pm
#168
Heres a list of the new structures needed 
1) Walls, gates, fences,and other stuff to protect places
2) More gardens, colorful, all sizes, lots of them
3) A store, so you dont have to put a vendor in a house and call it one
4) I know this isnt a structure but....something like paved roads, so you arent always walking on grass in player cities
5) Police Headquarters place or Bounty Hunter Headquarters, some law enforcement place
only86
Mon Sep 20, 2004 11:38 pm
#169
Just Figured I would toss my thoughts into the mix
a lot of this has been said but I will just restate since I havn't read the whole thread 
Factories > I think factories should have more parts (that affect final outcome) and the efficiency experemantable
I know I would kick up my factories in a second if I saw some that were 10-20% more efficient...
City Structures>
I Can't stress enough howmuch cities need more things
I Can't stress enough howmuch cities need more things
I think a city run hotel would be incredable, be able to rent out rooms thats paid to city treasurey while only costing 1 lot per "room space" or living area
Also>
I think the biggest desire, is to have real MALLS
I think the biggest desire, is to have real MALLS
not a PA hall or lg house> but a mall specifically designed for that
Something that is about the same size as a pa hall but is laid out differently, with 2 or 3 levels and an open center to access things
or something like that you see on modern malls
it would even be interesting if each peson could have their own room in the mall off the main stretch they could put vendors in, decorate themself,, but if they were delinquint the mall owner could "close" their shop and evict them (given time to clear out of course)
I cant stress malls enough
Cities in general need more ways aside from pesky taxes to gain revenue to pay for things
and more things to put down to make them pretty
I am mayor of Junction on Eclipse and I ran out of decorations with only 1/10th of it pretty enough
Over water> I think this would be great..I don't think underwater would look cool, but perhaps on stilts,,andyou have to "swim" from land to get to it since no landing platform for speeders
I'd love to live on water and fish off a dock
Some kind of Storage!
I have 20 factories and most of them are FULL
I have 20 factories and most of them are FULL
and I use a vendor for storage of bulk
its sick! SICK I say
..anyway
tired..done
sleep