Architect Archive

Thread: The Construction Tree

StormNet
Thu Jul 31, 2003 7:05 am
#14

So why not kill 2 birds with one stone. Make the construction tree a real estate tree. Give the architect the ability to buy lots and sell them. He could place houses on them and transfer the structures to people with land. In this way an architect could creat a "community" possibly and sell fully furnished houses etc. The tree could be RE-1 = The ability to buy 5 lots RE-2 = the ability to buy 10 lots and so on. Or any variation of it. We would actually or could actully become useful in this way and create real world options.



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CCub
Thu Jul 31, 2003 7:49 am
#15

I like the idea of Terraforming, but also see the negatives of flattening all planets. When a ranger throws down a huge camp on the side of a mountain, they have a nice flat place created. Just make our version of terraforming temporary as well. When whatever structure is placed on the newly-flat space is destroyed/re-deeded, return the land to its original configuration.


-Chabot - Novice architect of Lowca

kailusdog
Thu Jul 31, 2003 7:55 am
#16

I vote for adding the LOTS while maintain it's current benefits as well. In case experimentation becomes a benefit, it'a good place for it.


Kailus-Bloodfin

Timdini
Thu Jul 31, 2003 9:29 am
#17

Knocky: "Add one lot per Construction cert."

Best f'in idea posted here EVER. SUPER simple to implement too.



Omni - "If it ain't FUZZY, you're better off naked."
[FUZZY Armorsmith] Naboo.Theed.Goontown.-3890.3869
JMnITup
Thu Jul 31, 2003 9:35 am
#18

A note... construction only affects structure experimentation, no matter what, we always only get 1 point of furniture experimentation... not that that does anything either, but eventually maybe it will.


As for improved harvesters... Zarcath, you mentioned in a different post about having personal harvesters that cost 10 maintenance and extract as much as a medium harvester... that is WAY out of line... if you follow typical RTS formula, which is a decent benchmark, what we CURRENTLY have should be something of the lower average... using REALLY I'd say, the existing stats should be at the 10% or 20% mark, if you make one less than that, your harvester produces even LESS. If you can get it up to 100%, have it give at most a 30% improved efficiency. Meaning, a maxed100% personal harvester (don't think that is even possible unless you are using AMAZING materials... not on all experiment lines, at least) could have a hopper which holds 32,500 units, cost 10.5 maintenance, and harvest at max efficiency of 2.6 kg/hr.


In reality, only 1 of these 3 could actually get to 99%, I think, so only one of those 3 would be changed, in a WELL made harvester... also, there is power consumption that you could possibly improve somehow, too... just ideas, I don't think experimentation on harvesters is a bad thing, or unbalancing (to a point)... saying that is like saying "If we allow weapons to be better, it will unbalance players, there will be little risk whenthey are using a weapon 30% better," the same can be applied to stims, weapons, armor, etc... sure, these involve direct risk due to potential death, but these make that outcome less likely... harvester have their own risks involved, mostly due to the whacked resource system which may render a harvester useless in an instant, at the cost of at least 2 days maintenance, and all the power and extra maintenance that happens to be in the thing to move it. Plus lost credits and productivity due to the time it takes to even CATCH that it is no longer functioning... there is no paying it up and letting it work for days on its own, because there's no telling how long it will ACTUALLY get to run.




- Ian Steele - Master Architect/Artisan/Merchant - Ahazi
Venutian Steele Trading Association:
(Ahazi / Corellia / Tyrena / -6260,-3430, just SW of Tyrena along the beach!)
Shinywalrus
Thu Jul 31, 2003 10:12 am
#19

Some good points about terraforming I hadn't put great thought to, though I disagree with our esteemed correspondent's assessment of it not being an architect-related skill. I have not seen any architects throwing together couches recently either.


Terraforming could be temporary - the landforms could revert to default after a certain time, of course, allowing people to terraform when they found a good resource, after which the landscape would revert to normal on a cycle similar to the resource shuffling, except for any areas upon which a structure continues to stand. Just some thoughts.


I like the extra lot idea. Move experimentation, assembly and Lots +1 to the construction line, hopefully get furniture/furnishings beefed up.




Gwendlyn Mirandi
Master Architect
4020, 4200 Talus near Nashal
PA: U.N.F. 5508, 1043 Talus
Shop moving to PA Hall Location Soon!
Tarquinas Cluster
evilprize
Thu Jul 31, 2003 10:15 am
#20

Soemone had the idea of remote maintance for your harvesters.


Also, lower lot allotments to 2 for everyone except people that have this skill tree. Would reduce the vast amount of lots available to some players that borrow and exploit and maybe help improve the economy.

Aradith
Thu Jul 31, 2003 10:28 am
#21

how about adding parts in the construction line for remote management on harvesters and factories. You could have basic remotes that only allow you access if you are on the planet. and deluxe if you want interplanetary remotes. Or maybe allow us to make remotes that can only be put into droids to access our harvesters for us. Have it take x amount of time for them to get there and back. Or allow us to put these parts into data terminals installed in houses.


I also like the terraforming idea but I would have to agree its not for us. I also believe experimentation should work but why have it the only thing on the line? What other profession just has experimentation on a line for them to train? (I haven't actually gone and looked.)

Quadork
Thu Jul 31, 2003 10:54 am
#22

I personally don't see the problem w/ the construction branch as it is now. I think that most people don't realize what it is used for.


I'm a Master 'tect and as such get 6 points of experimentation on all of my components. Basically, these points allow me to turn a 4% piece of trash wall module into a 50% heavy duty component. You folks DO realize that the higher those numbers the more likely you will succeed in the final combine of that house/pa hall/harvester ect. don't you?


Here's how I use it, I'll make one structure module, use my points from the const tree to make it a great schematic, drop it into my factory and burn out 260 structure modules. I take 10 of those HIGH QUALITY that I made from CRAP resources items and make a GREAT wall module schematic. I load that schematic and I end up with 25 high quality wall modules to build large structures with.


You do realize that the crit failure rate is high on personally clicked/crafted items, yet there's no crit failures in factories right?


I've never, EVER failed on a large structure or a PA Hall because of this practice and frankly, it is because of my proper use of the experimentation skill while crafting structure components. Who cares if the finished deed is 100% quality or 2% quality, a deed is a deed and this is how it was intended.


You are supposed to be using factories to build large things, you are supposed to struggle and critically fail while you are working your way up the architect tree, it is supposed to be a challenge to succeed. If it wasn't, this game would have no long-term viability. If everyone could always make every item they tried, why bother with factories at all?


Conclusion: Use the construction tree for what it was designed for, the experimentation of components and leave it exactly the way it is.




N PercH N
KoA: We're so uber that people take out restraining orders on us!

Quadork
Thu Jul 31, 2003 10:58 am
#23

To respond to the terraforming idea.


Back in beta, a huge point of contention was the fact that camps and spawns had the tendency to flatten out the terrain and wipe it clear of vegetation.


Imagine if this was implemented, whole mountains would dissappear because there was a 60% concentration of ore underneath it. You would have people terraforming to creating pathing errors with creatures and to grief other people by restricting access to certain areas of the landscape.




N PercH N
KoA: We're so uber that people take out restraining orders on us!

Mkappus
Thu Jul 31, 2003 11:00 am
#24

Take construction tree and turn it into battlefield structures. Turrets should not be faction perks, they should be something we can make. First box defensive structures 1. Second box offensive structures 1. Third box defensive structures 2. 4th box offensive structures 2.


Manual says an architect is needed to place battlefield structures like turrets and bunkers. Make the profession match what I was told it would be.




Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Nocali
Thu Jul 31, 2003 11:02 am
#25

I like the idea of buisness/public related buildings in the construction tree.. It's what i always thought should be there. Like TatooineCantina floor plan I etc. Would be great.



Definitly move experimentation over to furniture, and make it worth something.




Nol
Master Architect
Flurry
Caijal
Thu Jul 31, 2003 2:18 pm
#26

The Construction Tree should be made functional as it is now.

Experimentation needs to be implemented to effect maintainance rates, harvesting rates, power efficiency, and hopper sizes.

Being able to choose colors on Furniture.

Being able to change the interior color scheme of houses. (2-3 choices per style would be nice.)

Implementing effective experimentation would breathe some much needed life into our economy. Wouldnt YOU pay 50k for a medium that pulled up almost as much ore per day as a heavy and cost 20% less to maintain than a regular medium? I know lots of people that would.




+1 Lot per 1/2 construction levels would rock, but I don't see this happening either.





Terraforming would be interesting, but impossible to implement because of the cross-server identicality of the landscapes. There are just to many issues there.
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