Architect Archive
Thread: First New Structure Idea Voting Closed...
Pawlin wrote:
If you discount #1 because you think it won't sell, then consider:
An important thing to note about the disposable harvester is the cost.
Dvnce stated: "would Share the same resource requirements as the current Personal Harvester Plus two new Componants.. Turbo Power Plant ( could be as simple as light power core unit) and Terrain Stabalizing Base (could be as easy as a Structure Module"
Resource costs for a personal harvester + light power core + structure module is about 750 units. So we're looking at a resource cost around 750 units total.
At a base price of 3 cpu that would be2250. Maybe we sell them for 5k?Thats fairly good compared to redeeding a medium at a cost of 3k and plus you get the benefit of planting it on uneven ground and its +1 BER over a medium. And it would be a minimal capital investment for the casual miners.
I do think there is a market for these assuming that I'm right about how I read what the resource costs would be.
I hate to clutter this board with something slightly off topic but you guys dont have a suggestion folder so i figured this was the only place to make my suggestion heard.
I'm not an arch in the least but i just wanted to suggest a building that might help raise money in cities without requiring full houses to be bought.
Have an apartment complex like building with rooms that people rent from the city. This would encourage people to move into player cities without breaking bank accounts to get a house and maintain it. Obviously this would take massive resources but i think it would really attract some attention. Whats more in places like Corellia the building could be like a skyscraper and would add to the city skyline as well as allowing more people to live in the city. My biggest reluctance with cities was having to maintain my house. If all i had to do was pay a lower rent rate for a smaller space to use as storage i would be in a city on every server.
Definitely #2
If you think that there are no merchants, there soon will be. Well, if they fix the whole vendor thing. Merchants should be selling most of the goods in this game. A merchant knows more about the economy and can control the economy much better than a crafter. I guess I look at it in real life terms. Yeah, you would have to do away with vendors in guild hall as well; if you think about it, a guild hall is no place for a vendor. Also, if these things take 10 lots, which it seems they would, they need to have some uber storage.
Regardless of what I think, it seems the choices you gave us are not really choices at all, just smoke and mirrors to make it seem like we actually had a say so. You have MUCH better information about the harvestor than you do about the mall. Generally, people will vote for something based on how much information they know about it. If we know more about the harvestor, and little about the mall, the harvestor will get voted in hands down. Please give us more information about the mall, i.e. lot usage, maintenace fees, and storage capacity, since this is what is most important about any building.
Pawlin is right on what I am estimating resource costs.. We could say since this is an advnaced harvester it would have to be at least box 4 skill if not master.. All I know IS and this is only one example ... a long while back .. the best Kammris to hit .. id say any server Hit mine.. I found a huge vien in the 90+% strentgh.. you guessed it.. in the mountains.. the closest Buildable vein.. 64 % .. Are you telling me.. that this scenario would not benifit using the small ones and having to baby sit them a few more days than normal? Especially when I can sell this iron for over 20 cpu now? the only thing is .. I meant to come accross as these having the same possiblility of hitting BER 11 as a normal medium .. The idea is to make these only advantages for two situations.. one where the uber resources are in the mountains.. and two something that when a specific uber resource hits your server... we have an easy inexpensive Harverster to pull in All of the people that normally dont harvest because they never want to spend the money to buy a fleet of Mediums.. but will spend enough to get these to get in on the uber resource..
As for the mall idea.. We will get more structures.. that is going to happen .. So there is no need to sacrifice structures that are a good concept just for fear that this will be the last structure we will get so we got to make sure it is the life saving money source for our proffesion.. This can be pretty simple to make using structures that are already in game.. and just slighly modifiying the floorplan.. and the fee system already has the code in game for it.. by way of sales tax.. Though it only fits the continuity of the game to have this be a master merchant building.. and although I am Very Pro Player City .. this is one that I would agree would be a mistake to limit to only Player Cities..
I think No.1 is a good idea as it can be such a sod when that high % is on a hill side and the closest you can place is at like 40-50%. As to good turnover/re-newable income on these.. not sure. And IMO if we got these it'd be a specialised harv and should be a master box item only.
No.2.. well it's a good idea and as PA halls are used atm for malls.. maybe a dedicated mall could have 2 floors of something..
I'd say no1 is it's a master only item.
hey do UNIVERSITIES!