Architect Archive

Thread: On Going New Structure Idea Thread..

sybiis
Wed Sep 22, 2004 12:05 pm
#170

Hi all, I have to say making chests etc being usuable for storage is a good idea, but it doesn't go far enough.


My alt, is a pure crafter and as thus, he needs numerous resources and sub componants for the items he can make. But these all take up room in his house and I don't see why I should have numerous houses which are used for storage, so like so many crafters I use a vendor as my own personnal storage.


My points is simple, why not create house storage terminal, so we can do away with the use of vendors. Also the terminals would cut down on item loading in houses, because until you open the terminal, what's in there stays unloaded etc, just like the bank.


Also the size of house you have, would determine how many terminals and what storage limits they could hold. example. Small house = 1 Temrinal, which can hold 200 iterms. Medium =3 Terminals, which can each hold 250 items. Large =4 Terminals, which can each old 300 items. Guild hall = 5 Terminals, which can hold 350 items


Architects could make the different terminals for small, med and large houses and guild halls, also the terminals can be picked up and moved around the house without being emptied, which would help when moving house.

SerendipityUK
Fri Sep 24, 2004 8:47 am
#171

I did read through, but may have missed this along the way....


Signposts!


It would be great to have them at a shuttleport pointing to the mall, merchant tents, city hall, cantina etc etc...




(Oh and slightly O.T. throwing my support in for increased factory crate size. It shouldnt be hard to do, will please a LOT of people and will decrease the database load...

See Devs, you CAN have your cake and eat it!)



Z'oot Inax
Master Architect,

Arca Effex
Corellia
Bria
SerendipityUK
Fri Sep 24, 2004 9:02 am
#172

(Oh for an edit button-

Sorry for the large font of my previous post!)


But while im re-posting..... I think the singular, best idea for us to be creative and increase repeat custom (apart from colouring furniture as we wish to) is modular housing.


We would have the potential to choose from a 'generic' blank 2-6 lot template, then add to it from a selection of pre-made 'Building Blocks'

The building blocks would have different weights against the lot size, so, for example, you could have increased storage, but not be able tohave the spiral staircase which lights up when you ascend


People could and would come back to us time after time to change the style of their houses (except for those unimaginative types that wear black composite 24/7 and never take it off)




Anyway, back to your regularly scheduled thread.



Z'oot Inax
Master Architect,

Arca Effex
Corellia
Bria
Grudsy
Fri Sep 24, 2004 8:05 pm
#173

Personally, I'd like to see player city starports. The reason behind this is simple. If they'd let player cities have starports, and close the game city ones, the giant lag problem and spam issues would take care of themselves. It would give players the power to police themselves. I doubt many player cities would tolerate spammers standing around their starports, and I'm sure they'd politely ask doctors to ply their trade in a nearby park, like they should have the common sense and courtesy to do to start with. The starports by their very nature, attract a large crowd. Multiple buff lines increase the congestion in the vicinity to the point it causes alot of lag related issues with many players, as well as concentrating spam in the same area. By spreading this out, it would solve alot of the problems that many of us are complaining about, as well as give player cities more viability. They're all but ghosts towns now, while most of the players cluster in Theed or Coronet.



Grud/Wyldspin
*The Shooting Star*
A small shop with big selection. /waypoint 272 -5812 right outside Coronet.
Featuring a fully stocked architect vendor. All deeds, furniture, lights and paintings stocked daily.
Rarities and Collectibles vendor with a wide selection of exciting decor and loot items.
Tools & crates vendor with high quality crafting and repair tools, crated furniture, and other finds.
Bishop_Odo
Sun Sep 26, 2004 2:15 am
#174


Ihave to agree with most everything that was suggested, however, one fact was hinted at and yet somehow glossed over. Urban Sprall.... The current housing situation needs to overhauled, you can't drive in a stright line on Naboo and Tatoonie in most places without having to dodge building that pop out 50 m in front of you.The world maps are too small of the current level of development on Bria for instance. WithPlayer created cities andan Architect profession the developers should have includedor needs to establishcity sites. These should exist outside normal space, like housing in gerneral,but should be representedby map graphic that you can see at adistance, andrepresents the city or townssize and even uniquesnessss, i.e. in a valley, river or on the coast. This would alow developers to transistion between servers that run the city and the outside game and allow thestorage items,PvP battle grounds that don't subtract form resources needed elsewere.

Doges
Sun Sep 26, 2004 6:53 am
#175

From what I see there's a lot of great idea's. If im repeating sorry, just mentioning some things we've talked about in our guild.


Either the Architect or something under the Mayor that can add concrete to certain sections of the city, which would also include some sort of teraforming kit.


Saw several people mentionabout fighting arena's. One type I was thinking about was a simple practice ring, could be a simple garden type yet looks the same as a sumo ring with an optional lighting component that can be placed on four corners.


More furniture types. (i.e.rebel/imperial type furniture ... Glass Charts, The Round Radar Tables, Medical Treatment Tubes..like the one Luke Skywalker was in, One of our guildmates built one which looks pretty impressive, Yet he used like 50 glass tables I believe to create the cylinder so it takes alot of space up for available storage in the medical center. Will post the screenshot later when I get home from work.)


The Trainer Center sounded good or just have the option for the mayor to set a percentage of credits that goes to the city instead of going to never..never land.


Be nice to place other things outside instead of just inside the house. For example the newBanner from the FS Village, kinda large to place in a small house. Be neat to place just outside the porch.


I think the idea of placing items in the bookcases, etc... was good but sorta defeats the purpose when it still takes up item count in the house. Should make them have their own item count limit that doesn't affect the item count on the house, So it just registers as one.



Regards,

Dodge Lightingwaves - (Gorath)
Osskto - (Gorath)
Raideag - JTL Beta Tester
FreebiEaway
Mon Sep 27, 2004 11:21 am
#176

Your suggestion of npc structures reminds me of something i did briefly for a while, but can work similarly to some degree.


get anyone you know who doesn't normally do missions to take artisan missions from your city's artisan mission terminal. note the distance and direction of the mission, as that's where an npc will spawn (can't remember what type of artisan mission it was). each player can take 2 missions, and get 2 npc's to appear in the city. just don't talk to them to get a mission update, or they may disappear, can't remember that either. anyway, to other players, they'll wonder why there are npc's in the city and it'll look like your city is so popular that npc's started moving in


and to stay on topic, let's get that crafted pavement in here for our cities so they look more like the regular cities.



C:\>cd Program Files\StarWarsGalaxies



C:\Program Files\StarWarsGalaxies>del *.*

C:\Program Files\StarWarsGalaxies\*.*, Are you sure (Y/N)? n



C:\Program Files\StarWarsGalaxies>/sigh

'/sigh' is not recognized as an internal or external command,

operable program or batch file.



C:\Program Files\StarWarsGalaxies>cd ..\Sony\Station\LaunchPad



C:\Program Files\Sony\Station\LaunchPad>launchpad_


Okram2k
Mon Sep 27, 2004 2:54 pm
#177

I'd like the idea for mall


placed by a master merchant (possibly in playercities only) with a lot of small rooms that could each be able to put someone on the admin list for just a room. Each room being roughly the size of a merchant tent and can hold 50 items, it could help create a nicer sense of shopping area. The maintanence price of teh rooms is set by the merchant, and goes to him.


Animal Trapping system:

works like harvestors that are only placable by rangers, and can be set up to harvest hides, meats, or bones, at a steady rate. Probably a maximum BER of no more then 10, but a great way to for rangers to meet the never ending organics need.


For player cities:

Walls, roads, and bridges would be a great thing to be able to add.



dddddddddddddddddddddddddddd
Oa'kron of Tempest
Retired Armorsmith, Architect, Merchant, and RSF Pilot!
Armorsmith Correspondant: November 2004 - April 2005.
Revolutionary: April 2005 - Present.
" So instead of sticking to the thing that our players really love, we start changing it. And now we're alienating the players playing our game, losing our subscribers."
- Jeff Hickman
Maxalus
Tue Sep 28, 2004 4:27 pm
#178

I have been a Architect on Shadowfire for over a year and if there is one thing needed more then any, is a

storage building that can hold a lot of resources. Im not talking about just a couple of hundred items, Im looking

for a place to store 1000s of itmes. Or other option is to increase the 100K limit to unlimited. I have 3 crafting

proffessions and my three buildings are packed with crafting stations that are packed with resources and still

more room.
Maxalus
Tue Sep 28, 2004 4:38 pm
#179


Next problem, I hardly build any more buildings, unles they are upgrades or sometimes a newbie

requests a new building. Architect has slowed and is dieing, because the market is just full of

extra houses and buildings from cities that came and went. I know the decay was terminated a

long time ago, because peeps did not like the idea that their house/buildings would decay over

time and need replacing. But an option that might help a bit, is if a house/building is held by an

architec or on a vedor then after a period of time it vanishes. So all these extra buildings/deeds

stashed away by other then architects would clear after a period of time and would have to be

replaced or recrafted.
ScrufyNurfHurdur
Mon Oct 11, 2004 12:10 pm
#180

Manufacturing Structure - Rating of the structure decreases the time it takes to produce a product from the factories set inside. Size of the structure determines how many factories can be placed within the structure. Experimentation on the structure when crafted also determines the warehouse storage capabilities ( number of items in the building ) along with the rating quality. The structure has it's own lots, similar to cloth/armor skill tapes going into clothing or armor with slots. A small structure can hold 1 lot, medium can hold 2 lots and large 4 lots.When the factories are placed within the manufacturing structure, the boundry box around the factories are nill. As the space to place factories are predetermined. Factories placed within the structure have no effect upon the the characters lot numbers, but only upon the manufacturing structure itself.


-edit-


Placing the manufacturing structure would require 2 lots for a small, 4 lots for a medium and 6 for a large structure. This would in effect reduce the number of visable structures in the game world. An example would be two small houses ( 1 lot each ) for storage and four equipment factories. By using a large manufacturing structure, it would all be rolled into a single structure rather than 6 structures sucking up spaceas well asbeing a contribution to the lag spike when entering a rich enviroment of buildings.


Structure factories - 2 lots each, thus only can be placed in medium and large structures.


scot740
Tue Oct 12, 2004 11:41 am
#181

I'm sure I'm repeating or rehashing some ideas, but I think they deserve attention. ( My opinion only, of course). Being the mayor of a large and establish player city (well over 1 yr old now), many of my concerns would be city structures and items.


Apartments/Hotels - With the city taxes broken as they are now and no end in sight, it's very difficult to have a self supporting city from revenue. Hotels are already in the game so to speak. A mayor could set one down (as many as they can fit) each having a relative maintenance cost that would deter mass placements of these things. The mayor ( or owner ) could then rent out the instanced rooms for a daily fee. That would be determined by the owner to cover costs and make a profit which would goto the city treasury. Each structure could have a max of 20 instanced rooms with a player having the option to rent multiple rooms. Each room could store 100 or items and take 1 lot. I'd love to see a main throughfare in a city lined with large housing buildings.


Militia Headquarters/Police Station - A place where militia can meet and store communal weapons/armor/etc for each other. Only the mayor and current miltia members would have access/admin. To go way out there, have a jail cell where people that the militia deathblow end up instead of the normal cloner Pay a fee and get out lol.


Stores/Shops - I could see something like the size of a large tattooine house, divided into three equal sections. Each section having it's own storefront and entrance. The owner could "rent out" a section to an interested vendor to set up shop. The owner would have to have the ability to evict if the leasee goes missing or not keeping up the store. Evicition policies could be established later. The building could take up 6 lots, so each section would be equal to 2 lot storage.


Walls, fences, bridges- I'd really love to be able to build walls, gates, and the like. I also understand the horrible griefing abilities a wall would introduce IF it was a solid object. Bridges to cover the ditches would be helpful to pull a city together.


Outdoor bazaar/flea market -This could be related to the shops. This could be a large footprint item consiting of rentable tents (like the ones the NPC trainers have), fruit stands, etc. All of that is already in the game. It would be nice to have it package and buildable. This could be an alternative to people who don't have a physical store, and just want to sell the items they have on themselves or near by storage. Free to use. It would be neat to have a player city with a normal bazaar gathering on every sat where people can come from all over to see what's for sale and haggle.






BAYLOR TETRAN HEDRICK

DROID ENGINEER MAYOR ROGUE

TUSKEN'S BANE, TATOOINE


cripplestickmickII
Sat Oct 16, 2004 5:10 am
#182

Pesonally I would like to see some other building materials, Vinnytheelf said he wanted some more primitive structures - okay cool! I want to make them! But what I would also like to see are some buildings with WOOD!


You know the naboo houses? Yeah the one with shingles on the roof? How about reducing some ore cost and allowing us to subbstitute wood?


Or old west style wooden buildings - the kind with built in side walks and balconies, that kind of stuff.


On the subject of harvesters how about a 2 lot harvester? give it a footprint the size of 2 medium harvetsers and it has a ber max of 10, BUT allow it to mine 3 items - how is it made? well how about 3 medium harvetsers rolled in to one out of factory parts? it would decrease the clutter at high resource sites.


other than that I would like the usual (OMU in crates, bigger crate size (5! ferpete's sake?), repeat business, more buildings, a rolw in the GCW, off shore platforms, a way of leveling the hills etc, structure factories to cost 1 lot, more lots, warehouses, etcetera, etcetera, ectetera.)


Edric Janus (Scylla)
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