Architect Archive
Thread: On Going New Structure Idea Thread..
Ok. So the freaking board just lost me another really long post.
Typed it in word, took in the margins as invalid html tags. The margins, for cryin out loud. ![]()
I hate lithium. Anyway....
Of the previously posted ideas: Image designer tents. Great idea, but I don’t think there’ll be a huge demand, or use for these. Players don’t tend to look for IDs in new places. The static city tents will draw them out of the cantinas, but they’re hard enough to find as it is. On the other hand, I think Image Design is about the coolest profession (next to architect.) I don’t know of any other game that has something even vaguely like it. I’ll support whatever they want. Warehouses are a MUST. Period.
What I want…
EXISTING STRUCTURES
There’s a few structures on Tat that have fully finished interiors that we oughta be able to have access to, I think. I want to be able to make the three storied building that the AH cantina is made out of. I thought these would be the medium or large houses when I first got architect, and was so disappointed when they weren’t. Still want one. Additionally, if I could make a static city cantina, I would drop my PA hall for a mall for one in a heartbeat. In a heartbeat. They need one of the side rooms raised a little for a stage to get the entertainers off the floor, but other than that, they’re one of the coolest structures in the game.
There’s also the huge round Tat towers and Corellian Skyscrapers that have balconies and everything that I’d like to be able to make. How cool would that be. ![]()
CLASS SPECIFIC BUILDINGS AND SIGNS
Buildings designed to be small shops would be very handy for players and for vendors. They could have a little different look on the exterior, and the interior could have little lighted recesses (that you can put stuff in, not like the recesses in the back room of the PA hall, Grrr ) where tailors and armorsmiths could show off their outfits, the weaponsmith, could have several nice recessed flat sections for displays.
Failing that, some craftable signs for the exterior of buildings would be handy.
We also need some display cases, stands, and customizable wall signs, but that will go in the inevitable Furniture Wish list thread I suppose.
MUSEUMS
People are making them anyway, why not run with it?
I see a vaguely roundish, circular building so that people looking at displays are brought back to the front. There would be a variety of niches (that you can actually put stuff in, not like the horrible teases in the back room of a PA hall) and counters and such were you can place stuff. The center could be either an open area, like a courtyard, but since we can’t place things outside, then maybe just a little sunken area where we could place a small garden, or hey, more loot!
“COME ON OUT, SOLO!”
As a more general design philosophy, the player city structures really need more than one entrance, particularly the med center, cantinas, and clone center, for the love of god the clone centers. Same basic model is fine, I don’t care, but a style 2 option with an extra door would be really, really nice.
TACTICAL/DECORATIVE WALLS
The devs have pretty much said that placing generic houses for walls is dirty pool, but there is still a need for defensive structures in PvP cities. Why not give players some of the nifty archways and gates that make Bestine so much fun to speederbike through.
Obviously, we can’t get full walls, and that’s fine. I’m just thinking more of a deterrent to vehicle traffic, rather than an impediment. Something to place at the ends of broad avenues to prevent players from speeding into town and setting up camp. Like vehicle barriers and tank traps. Actually, speed bumps, come to think of it, are an even better comparison.
FIGHTING PIT
The interior version of the outdoor arena someone mentioned earlier. Another circular building, but a mostly hollow interior with a large recessed floor in the middle. There would be terraced (or ramped like the theaters to save on polycount) seating all around the sides. A raised balcony off to one side for scorekeeping (keep reading) would be a handy. Some way to incorporate betting would be good, but that’s another thing altogether. Laser ropes to keep non-combatants out of the ring (and combatants in) would also be good.
One really neat thing that came out of the horribly executed Sims Online was a vatiety of game items that players could use to make their own in game games. Token pieces, spinners, scoreboards and stuff like that. We could use some star-warsy stuff like that, (like larger versions of Chewies chess pieces) but I’ll save that for the Furniture wish list.
I mention it here, because one thing the Fighting Arena would need is some sort of way to keep track of the score. You could make a huge, complicated system, but it could be solved relatively simply by just giving us some large paintings of numbers that someone could drop on an overlook for the people in the seats to see. The docking bay numbers from ANH would be the right size and font.
SHOOTING RANGE AND TARGETING DUMMY
What’s the first thing you want to do when you get a new special or weapon? This might be incorporated into the Weaponsmith building. A long and narrow T- shaped building. Something like a display/sales room on one side, a shooting range in the middle, and an office on the other.
The targeting dummy could use the horrible little yellow statue art, and would not be destroyable. Doubt there’s any way to do it, but having it display the most damage, and from who for that day would be cool too, but that might be a little complicated programming wise. (but really REALLY cool)
FURNITURE, FURNITURE, FURNITURE
I want the curvy glass tables, and the style 2 plants, and the shiny metal counters, and the cool red chairs, and the awesome blue couches…. Wait… STRUCTURE wish list. Never mind.
(Well, maybe mind a little. I want the existing furniture schematics almost as much as structures. Almost.) ![]()
Hmm. Maybe I’ll play around with Photoshop and see if I can’t get some of these structures sketched out a little.
Message Edited by l33thaxx0rnam3 on 04-30-2004 12:05 PM
StumanKadir wrote:
I'd like to see any or all of the following:
- Player Malls - placeable by a Master Merchant and as per the earlier suggestions
- Player Shops - a structuresimilar to the Merchant Tents but with a higher footprint (say 4 lots) and a larger storage capacity, room for crafting stations, etc.
- Player City Starport - a Level 5 structure that complements the existing shuttleports (doesnt replace them)
- Paving lots - an architect craftable city decoration structure that can be placed similar to gardens, statues, etc. These can be of varying dimensions and could be crafted up as say 4x3, 9x2, etc. They count against a city as a normal decoration (streetlight, etc).
- Training Pavilion - any trainers placed in this structure pay money back to the city.
- More City Decorations - things like walls, city gates, bridges, etc
While I support and would jump at any of the above issues, they do not provide long-term viable income for architects.
- Malls, at best, will sell to less than 0.5% of the playerbase ONE TIME.
- Starports, at best will sell maybe 5 times and be done. More likely, the architects out there that can support this endeavor are like me, and pretty much tied to a LARGE city community that expects architectural donations for structures on this level.
- Paving Lots, just do not believe this is going to happen from reading the feedback on various Politician correspondants banging their heads on the wall about being constantly ignored in their private board over this subject.
- Training Pavilions, see Starports above.
- More City Decorations, see Starports above.
Having said that, in my opinion the player zoo is the best possible NEW structure (read not modified from something else) that would provide nominal income to architects for structures. However, I am not closed-minded about this and more than willing to hear further debate or suggestions.
Fivo Asia
l33thaxx0rnam3 wrote:
Ok. So the freaking board just lost me another really long post.
Typed it in word, took in the margins as invalid html tags. The margins, for cryin out loud.
I hate lithium. Anyway....
Well we appreciate your efforts to repost. Nice work!
Fivo Asia
Large Corellian style3 (skyscraper)
You enter the main door and have to go upstairs (like a large Nubian) either go up to the left or the right, both enter the same room,these open up to a large main room roughly the same or perhaps 2/3rds the size of a Nubian. Against the back wall (again just like a large Nubian) there will be a staircase. It goes up 2 flights, winding around the room, to a large room that is about the same size as the large main room. This area also has a staircase (just a single) leading to the top room that has a domed roof and perhaps a balcony. You could even have an elevator that leads up to the other floors just to be different. This should give just about the same amount of space (as in square footage) of other large homes, just more vertical then anything else which is what Corellian's deserve.
These would have to be really expensive and have a limited use for game balance's sake. But Qui-Gon and company didn't just land in a starport during Episode 1; they set down at an out-of-the way location. Now pilots won't be able to "land" Space Expansion starships just anywhere on an SWG planet -- we'll be limited to starports.
So how about a craftable "portable starport", placeable in any comparatively large flat area, that would show up on pilots' navigation pads when they're selecting the starport to land?
For additional expense, the landing field could be constructed with an architect- or smuggler-crafted (or purchased with faction points) "jamming device" that has a chance of hiding it from people not in the same guild, the same group, or the same faction. The longer the landing field is up, the greater the chance of it either drawing attention from NPCs of the opposite faction (Rebels for Imperial landing fields or Imperials for Neutral/Rebel landing fields) or showing up on opposing factions' navigation pads.
The opportunities this would open up for smuggling and for PvP raiding would be vast. This would also be another way for architects to become involved with the Galactic Civil War.
- City Walls and gates that can be destroyed with enough rocket launchers and mse bomberdroids.
- Actual streets and pavements.
- Starports for SE.
I propose a "Recruitment Outpost". These buildings would work with a PA Hall rather than replace it(a PA would still need a PA Hall to exist). It could simply be a modified Small House, but it would have the "PA Invite Area" that the current PA Halls do, allowing smaller PAs the ability to recruit on a par with the larger PAs, without having to spend obscene amounts of money on multiple PA halls. This "Recruitment Outpost" would have none of the other abilities of a PA Hall, it would only allow those members of the PA who are authorised to do so the ability to invite new members when nearby/inside it.
As a Politician and Architect with a love of decorating, whether home or museum,theres loads of ideas that come to mind and here's my legacy!!
Actual Structural Modules!!!
I've given structures alot of thought, my best idea is ACTUAL STRUCTURE MODULES. What do I mean? Well, customizable buildings! Armor is customizable, energy, kinetic.... droids.... lets not get started there, so what about structures!? There should be an entire lot of schemsintroduced(ok, ok, arch& structure revamp perhaps lol). Heres what I've come up with so far and this is only very very shallow! Or maybe I've made it too complex, which means throw your input in and lets make it work!!
Current Issues I have with structures:
- Item Limit!!! GRR Can't have a museum with homade display cases and displays unless its only ONE ROOM!
- Layouts (some are ok, some are... wasteful)
- Lot Requirements
- Lack of customization
- Lack of adjustable perforamce based on crafter skill
NOW Lets attempt to adjsut these!
Step One, Skelaton Deeds: traditional wall &storage moduleand power requirements. Gotta love those gens!
1 Lot Generic Deed
2 Lot Generic Deed
10Lot Generic Deed
Lotscount is just as similar as encumberance, the bigger and better the moreyou mustsacrifice!
Each deed has a certain capacity, say each lot has 100 "count" (useful for storage ->1-10 lot deed = simple empty building with 100-1000 item storage!). From this, there are modules that have a "count" rating based on their quality. Get a built in factory for x out of 100.As for modules, heres what I've come up with so far:
BASE MODULES
Factory Module: This module has a premade visual model with a simple terminal( a terminal other than a maint term. come on devs leets get creative!) I'll highlight each subcomponent in depth.
Living Module: Rather difficult to describe this... submodules would play an extremely large role in this process. I'll highlight each subcomponent in depth.
Display Module: Perhaps a view different visual models, making tailors, armorsmiths, weaponsmiths and museum junkies happy! (I am a museum junky myself, so be proud!!) I'll highlight each subcomponent in depth.
Workshop Module: take input hoppers to the next level! Read the submodules!
Arena Module: Just thought of this one from reading previous posts: so work with me... lol Basicly a module that starts out as X x Y and completely customizable. I'll highlight each subcomponent in depth.
Public Service & PA Module: Make those politicians & PA leaders arehappy eh? Voting terms, perhaps some nice graphics that are city/PA specific!
Transfer Modules: Thought about making modules fit together, here you go!
SUBMODULES
+ Factory Modules: (new genric types, in an attempt to help preserve the old factories and subfactories could have a creation rate, rather than BER)
Electronics Production Module
Harvestor Production Module
Clothing Production Module
Additive Production Module
Medication Production Module
These all being basis modules that require ore... steel....
Quality Factories: (as in armor theres comp armor segments then theres ADV comp armor segments..)
Structure (need x of a certain type of ore, y of this steel etc.)
Wearables (need x of a of a certain type of ore, possbily being different from the structure module, same with other resources perhaps)
Equipment (same)
Food and Chem (same)
Living Module (hm, life of a millionaire or the life of a laborer) This is where everything gets fancy or dull, make a mansion for looks or make it for functionality. What I'm thinking with these is planet specific room modules on three basic scales then a grand scale. Entry way (required for an generic lto deed). Classes being: Naboo - Commoner // Naboo Moderate // Naboo Royal // Tat Commoner // Tat Moderate // Tat Royal - etc. Then, with each module, these classes are thrown in. Heres a list of modules, simply add in the... 12-16 different types for each one:
- Ball Room
- Bed Room
- Entry anythign from a square room three stories tall with sorrosponding swinging doors to a grand stair way onm each side!
- Dinning Room
- Entertainment Room - ok, call me an idoit, but do effects droids only work in cantinas? if so, they could b workign in your own home!
- Den
- Anything else that would be nice for just hanging out
Display Module (for the shop or extravagent millionaire): Display those pre-nerf krayt weapons and 90% resist armor, make the museum of your dreams or display your latest armor or clearence items!
Again, these modules are simple, just a variety of shapes. Square, circular, tall, long, etc. So Just give them numbers or perhaps titles for ease of client architect relations. Each with there own dimensions. And no not furniture, remember these are submodules and you can fit a certain amount into a display module creating an array of nice displays that dont coutn as items!
- Display Circular 1
- Display Circular 2
- Display Circular 3
- Display Square 1
- Display Square 2
- Display Square 3
- Display Rectanglular 1
- Display Rectanglular 2
- Display Rectanglular 3
- Weapon Case ( Rifle // Heavy Weapon )
- Weapon Case ( Pistol // Carbine )
- Weapon Case ( Melee )
- Armor // Clothing 1
- Armor // Clothing 2
- Armor // Clothing 3
hope i didnt go over board... lol
+ Workshop Modules (basicly an extended crafting station) A workshop could require a previously crafted station to be present or inserted into a module during construction or something. Point being that the storage modules act as the input hoppers, chem storage, mineral storage, just click what you need and itll load into the station, boot your tool and have an input hopper of the things you need, then hit another button an everything is back in there previous storage container! Quick organization for the profession artisan.
+ Bulk Resource Storage Module: it takes approx. 1.5 million units of Ore to run 100 heavy mineral harvestors! Thats insane! 15 item storage right there and thats only the ore, what about the metal!? Basicly resource only containers, no items, no components, no containers, big hunks of resources only. I know I've broke this down enough, but if the devs felt like making hardcore workshops there could be chemical drum, mineral.. cabinet(some cool technical term... here I lack, lol) etc. As a storage bonus Storage containers take resources and make them count as 1/2 of there actual storage value. So 200k of steel would only count as 1 item.
+ Compnent Rack Module: A rack that stores crates only and functions exactly the same as a resource container.
+ Hanger Module (Need a better term): Something along the lines of class specific storage containers, where would those droid chasis be stored in the mass of things? Hanger Module perhaps, bakery module for chefs, etc.
Arena Module: could be a fun module to mess with, perhaps 1 to 3 dirrent dimensions to start with. All Arenas start as a simple flat area of the selected dimension:
Modules:
- Cage: House owner is the only person who is able to lock/unlock the gate to the cage! Cage is made to not let heals/fire in from the outside or the opposite.
- Laser Fence: Get a health bleed and possibly dizzay or something crazy like that. Maybe just knockdown, but some negative effect that puts the runner at a disadvantage for hitting the wall. Again, same as cage, no in or out interactions.
- Droid Module(DE required component): Hmm, generate aggro NPC battledroids? Make it feel a little mroe Roman with a SW touch!
- Creature Module(CH // Be required component): same thing as the droid module simply exxchanging droids for creatures.
- Elevator
- Stairway
- Accesway (narrow hall way for large shops)
- Grand Hallway(mansion style)
Module Placement:
Ok, how the heck are these module things going to fit into a skelaton deed!? Ok, math is easy enough to do in the future and I'm sure workable dimensions may be developed by the people who are paid, lol. For now, I'll use a simple example to project my point. Example will be a 1 Lot Generic Deed The dimensions for this deed could be something like 2w2h2l a 2 Lot may be 4w4h4l or somethign along those lines, I don't think something that small will work though if transfers are going to be used. It'll probably be something like 1 Lot is 12x12x12x so that everything is ble to be used accurately and smoothly. Best of all, a simple cube GUI for inserting the modules would be one of the best things for arch ever! Hmm, where to put the workshop?, no for the elevator to it! AND thats where creativity wins all and architect gods are born!
Planatary Placing:
Hmm, I'm trying to ponder on the intesnsity of this. After spending 3 million on a house with everything you need, you'll want it to be mobile for when you want to move, though, if it were Naboo Only, Dant Only archs would have a nice flowing market.OR the way it is now, using one of the four planet possiblities (selectable from a drop down during skelaton deed creation the same as stautes etc.) may be justly balanced.... Or hey!!!! More modules! throw a tat module in there, with.. a naboo module and its placable on tat and naboo!!! LOL.
OVERVIEW
Obviously this is an extreme change for structures, and I realize the amount of overheard required to code, test (HAHA.. sorry) and impliment this amount and level of data. Though, It would defetnely be worth it! I think modules would make the architect profession more like an actual architect, enjoyable, more complex, greater weight on player skill and creativity as well as a sensible adjustment to the evolving economy of SWG. Anymore, things run millions! Witnessed AV-21s going for 3 million not to long ago and thats just a veichle. Point being, inflation and the best part being archs wont be completly filthy rich from this process, if done correctly, the resources and the specific resources required will help gouge out perhaps 50% of the cost. Players are happy with the never ending demand for lot and item adjustment and seeking architects will be the same as seekign armorsmiths. No running up to random archs asking for the MAX BER harvetor that nearly every arch can make, it'll be like finding that armorsmith that can make 80% ubeese kinetic and 80% effectivness comp! I know this is slightly deviated from the simple "new strucutre ideas!" but hey, I heard something I really liked.... STEP UP OR STEP OFF!