Architect Archive
Thread: On Going New Structure Idea Thread..
PatrickAdrichem
Tue Oct 26, 2004 7:27 am
#183
How about some new civic structures.. like a mall for example.
It would be a building with like 10 rooms in it.. and 1 main hall.
each room has a keypad next to the door and maybe glass windows to look trough.
The mall is always public but the 10 rooms in it are not!
The mayor is owner and thus admin of all of the rooms! but it doesn't cost any lots..
A player could then contact the mayor for a room in the mall and the mayor goes to the keypad and puts the player on the admin list of that room!
thus the player can now make that room public or private etc.. (maybe even change a sign name?) he can decorate that place with say 25 to 50 items? and drop its vendors there.. (means 250 to 550 items max in building (50 for main hall)) so he can make it look likefor example a real architect shop full of furniture..then when he is done he can open up the store.. but he can also close it when he is re-stocking etc.. and you can have 10 peeps in that mall. or share rooms ofcourse..
2nd
Factory houses!
what do i mean? i will explain..
its just like a small house and will take 2 lots (or maybe 3)
But in that house is a room that has a machine in it. (only 1 per house!) that machine is a factory! works like any factory etc.. (so has its own storage limit like a real factory maybe like with droids you need to put a crafting station in it now you get a slot for a factory to put in it)
why am i thinking of this?
i own a city and most crafters want their factories closeby.. but for the looks of a city. a factory within the city boarders just looks reallyBad! so if you could at the cost of 1 lot (just like a factory costs) place a house with the factory inside it. from the outside it wouldn't look different and thus you don't have factories round or trough a city.. would really be something good....
3rd
A Civic Structure Museum
Most cities love to have a museum but since there are no furniture for putting stuff on a display nicely except for tables.. anda nice museum just looks like a house with odd decoration.. why not make a special museum building? like 4 big rooms and a nice round center room? with standard thing vitrines in it (dunno english name.. glass closets to put stuff in and so) where you can just put objects in it (just make it walk trough stuff things so no extra effort for you) then it would really feel like a museum too..
wel think about it.. ^_^
zelda out
CAHS235
Wed Oct 27, 2004 7:37 am
#184
Not sure whether this idea has already been stated but here goes.
A whole new suite of harvesters that are offshore harvesters.
These can be placed in water only. It would certainly help things where you run around chasing the high percentage and sure enough it goes off into the water.
Storage facilities would be nice but before they make those I think storage in existing structures needs to be addressed first. It really is a simple solution.
Crate everything in crates of 100 (for example purposes I will use runs of 1000 items and this should be for all crafting profs not just architect)
Ore mining units- 10 items instead of 1000
Walls - 10 items instead of 100
Small Structure Storage Modules - 10 items instead of 100
Generator turbines - 10 items instead of 67
light power core units - 10 items instead of 200
right there you can see that by increasing the crate sizes (which should be a simple 5 minute database/code fix) I have reduced the items stored from 1467 down to 50. That is a huge reduction for really no work on the Dev side and I don't see why this fix hasn't already been implemented (other than the post I read awhle back from one of the correspondants saying "we will not do this".... that is a stupid position to take cause it doesn't answer the question "why not?" and I don't see a reason "why not"). Now I know we don't all do runs of 1000 on those 5 items but that is just 5 items. What about the rest of the components we need? The numbers add up quickly.
A second fix for the storage problem is to make resource stacks go up to 1mil (or even 500k would help) this would reduce the resource stacks immensely. I know I have about 4 or 5 resources that I have 8 stacks of each.
A storage house would be nice but I think it is a bandade on the problem rather than a fix. More sooner than later we will all find that the storage houses don't hold enough items either to handle our needs.
Scion Greydeath - Master Arch/Master WS/ 3/4/0/4 Merchant
Fonduro
Thu Nov 04, 2004 4:45 pm
#185
vitrines?
What language is that? The Spanish word vitrina = "showcase."
Trevellian
Sat Nov 06, 2004 3:47 pm
#186
1. Wharehouses.
Nothing spectular, simply a large building consisting of one large single room/space in which items can be stored.
Perhaps the maint rate could change depending on the number of items stored within it? Then a single warehouse could be built to use xx lots, which does not change, but if you start going over the 75 items per lot then the maintenance gets progressively higher (and not in a linear way, exponentially) Not sure how hard that would be to code. So, if that is not possible, then simply make multiple size wharehouses, 1 lot, 3 lots or 5 lots, and make the maint on them competitive with the solutions people currently use for storage (small houses and factories).
Nothing spectular, simply a large building consisting of one large single room/space in which items can be stored.
Perhaps the maint rate could change depending on the number of items stored within it? Then a single warehouse could be built to use xx lots, which does not change, but if you start going over the 75 items per lot then the maintenance gets progressively higher (and not in a linear way, exponentially) Not sure how hard that would be to code. So, if that is not possible, then simply make multiple size wharehouses, 1 lot, 3 lots or 5 lots, and make the maint on them competitive with the solutions people currently use for storage (small houses and factories).
Bendeguz
Sun Nov 07, 2004 8:19 pm
#187
I just wanted to suggest one thing about structures - houses in particular - as a general idea.
This came up because I've spent the last few days trying to help my wife move her armor smithy.
We've been dealing with keeping track of a large number of resources, shuffleing items, furniture,
etc. One thing that would have been VERY helpful... if on the structure access menu there was
an option to see all the items in the house, like an inventory window. And this would come in handy
not just with moving I'm sure. If you put down and item and want to retrieve it later, sometimes its a
pain to run from room to room until you find it (hinding under a bed maybe...) "Find Item" doesn't work
very well because it's always the last item placed... so what if you've placed several items since.. and
suddenly realized you've left your holocron somewhere. Some items are so small, they're hard to see.
Having an inventory-type interface would make managing items stored in a house
a WHOLE LOT EASIER.
- Niloq -
Corbantis
IcepickIIIDragonrider
Thu Nov 11, 2004 11:04 pm
#188
Your telling me...that just happened to me, losing a pack of resources in a wall after i had to move it. I'll get to it eventually, nothin really major, just 20k in resources. But yeah...it would be accessible by the struture management terminal, then have a display like a vendor. Except just list everything, if its in a pack...display the pack. Much better way to do stuff, glad i only got a small house.
Second of all, I have probably said it before myself, but i cant remember in all these pages. But modules are something that would help with the uniqueness of each building. As it is now, we as architects can experiment and thats for durability. Which i guess is for when maitenance runs out, idk, havent bothered checkin. But why not have module experimentation? I understand there are probably many...many reasons why not. Im just here to throw out these ideas again.
For example, have a module for storage, outdoor decoration, or a really fun idea...(have two players /consent module, and have a connecting tunnel or bridge connecting two Guild Halls. Now this last one, is something that would be based on distance and where at. Underground, halfway, or on top to provide a sense of customization. I dont know how well that would work, but i think it would be neat to see. Houses, no connections, but storage and outdoor options would be very nice to have......This also means that if someone wants a modular house, they need to buy a new one. I know that probably would be pretty bad if u got like 4 houses full of stuff. But to be able to fit 4 houses worth of stuff in 2-2.5 i guess would be worth it.
bluejanus
Fri Nov 12, 2004 7:22 pm
#189
Here are some ideas I stuck on another thread.
One Use Starship Landing Pads
How about architects being able to make one use landing pads to launch starships. Couldn't be crated and you can only carry one. So even if an architect can mass produce these. He can still only carry one...so a very tedious back and forth between the vendor and the factory.
Courier Service Building
Or how about a courier service building. You know how in the bazaar, if you buy something far away, you have to travel to that location to retrieve it. How about a city structure that sets up a time limited bazaar. So you set up a "to address" and a "from address" for the buyer and seller. The item in the courier system only lasts say a few hours. This will keep the system from being used as extra storage. As long as a player city or an NPC city has one of these structures, you can sendyour package for some fee.It would cost more than travelling to that planet if you bought it on the bazaar. But you wouldn't be capped at 6000 credits. Just like you bring up the terminal map at a shuttleport or starport, it would bring up a similar map for courier service buildings. A negative of this would that you could neatly foil the contraband checks in the NPC cities which the devs may not like. We could limit the courier service users to smugglers and merchants or some sort of system like that.
Raezer
Tue Nov 16, 2004 5:34 am
#190
I'm easy to please, I just want more housing structures out there. Even though I don't like the feel of generic/corellia homes. I do feel for Corellian people. They need their own type of homes! I don't think I have to write anything to long here, I figured the 9 pages already on here, has enough ideas, that I mostly support, I believe almost anything is better than nothing. Architect structual market and player cities need love! 
Natesexy
Thu Nov 18, 2004 10:34 am
#191
I wold really like to be able to customize and make my OWN house.And have a bigger object limit.200 is totaly strict.I do good furnishing 2 rooms the way i want it with this.900-1,000 object limit would be resanable like it is in Sims.And WTH is it with one room costing 1 of your 10 lot limit.I dont know about you but if i wanna house no mater it's size it should only take one lot.In addition the player cities are a mess,so many limit's you cant do krap.Cause of this players just settle in NPC Cities were you guys HAVE done krap your like,so much for the player base.This makes player cities dead and in-active.You need to fix this and quick.It's in such a mess i would'nt be suprised if it could become a new EP.Take this into consedartion please.
Cloudstrife19
Fri Nov 19, 2004 2:57 pm
#192
Wow there are so many great ideas!!!!
I read several pages and didn't see this one ,
but I am sure it has been suggested before so forgive me for repeating it...
Naboo Houses - that come in Gray , Blue , &Green.
Red is ok for some but it limits the choices in decor given our current furniture list.
Also red has a very strong effect onour emotions and our bodies. (Max Luscher)
It is therefore not always the best choice for some.
Rina Tides
Architect/Merchant
Eclipse
Jara Made
Jara' Dawg
Decorator
Radiant
-Droideka-
Fri Nov 26, 2004 11:11 pm
#193
I havetwo structure ideas related to general frustration:
1.Nym's BER 13 FHRC (floating, Hillside, or Rocky Crevasse) Mineral harvestors
2. Underwater harvestors usable by mon calamari
these could be very very hard quest items and I guarantee you'd see high participation in that particular quest.
Oss_Wilum
Sat Nov 27, 2004 11:33 am
#194
DOMED TATOOINE TOWERS!!
DOMED TATOOINE TOWERS!!
in fact, there are sooooo many unused building skins in tatooine NPC cities, any of them would be great.
also, player cities need to be able to put up walls and arch structures like in NPC cities, especially the arches, since those make designing avenues and such very fun.
player cities in general need a reworking i think. buildings should be able to be placed at an angle and spacing should be relaxed. player cities now are like one big suburb with everything at 90 degree angles and everything looking the same.
for player cities, some kind of designation as far as districts would be nice:
slums - seedy and criminal
commercial - merchant tent areas
industrial - dirty and delapidated
nice residential - nice townhouses and public buildings
player cities in general just suck, since there's nothing special about them. no npcs, no neat layouts. pretty much, a city is made of it's shuttleport unless it's not near a popular POI
Capetin
Sat Nov 27, 2004 7:33 pm
#195
A small structure for new players. It will take small amounts of resources and be very cheap. Novice artisan for instance would find this good for storing resources in the begaining before they get a house.