Architect Archive
Thread: Architect Issue #2 We Want A Role IN the GCW *** Open Discussion***
FulminataXII wrote:
Dvnce wrote:
Yes Crit Fails certainly add a risk .. but that is in part the main reason why I would see the need to reduce faction costs.. almost to about a 1/3 of what they are..The Problem with open ended Schematics is you dont want to make it too easy to have 30 bases placed in an area..
Message Edited by Dvnce on 03-24-2004 10:41 PM
Well, that's why you'd have to buy a one time use cert. How's that any easier from a one time use schematic? You're far more likely to end up with too many bases in an area if you lower the prices.
Plus, cheaper prices or not, I don't want to be the Architect that has to tell someone that I crit failed on their base. Besides, it opens the door to more potential for scamming by dishonest players.
Message Edited by FulminataXII on 03-24-2004 10:55 PM
The only thing that you would loose on is non Structure items.. The current system to prevent massive resource loss on structures where all you have to do is click assemble again if you crit fail is working as intended.. that would still be true..
so all you have to do is worry about crit failing on their new table.. And this is a risk everyone already takes every time they hand over their krayt tissues for a new weapon.. better find an architect that is reputible and you can trust.. simple as that..
- Faction structures can be built by anyone who buys the schematic from the recruiter.
- There is no experimentation and no crit fail when crafting faction buildings. (Possibly a special tool or crafting station is used, but not necessarily.)
- Faction schematics require components only, no resources.
- The attributes of the faction base are the attributes of the components used. (IE: if the gun used to build a turret has a fire rate of 4, then turret will have a fire rate of 4)
- The schematics for the components are placed in the trees of several different proffessions.
This means that crafters can build the parts for a faction structure at anytime, but they need the schematic for final construction. Players control the quality of the faction structures since anyone can build them and the attributes are determined solely by the attributes in the components. The quality of faction structures would be fairly uniform since players can be relied upon to only use the best possible components.
Finally, this would benefit ALL crafts, not just architects.
Ok, my suggestion for an overall crafter role in the GCW:
1) Faction Crafting Missions: Not the silly renamed delivery missions they currently have, but "Hey, you are a tailor? Great we were shorted in our last order of Synthcloth and need 25 synthetic cloths with X statistic for our uniforms." Turn the them into the recruiter for your reward & faction points.
a)Actual supply lines: Keep track of the #s of components turned in and have requests for faction rewards actually be denied if insufficient components have been turned in to craft the item.This would have an almost immediate effect on the GCW, crafters would not only be participants, we'd almost be central.
2) Contribute components to bases: Purchase limited use faction Schematics with your faction points and allow you to contribute the components to a faction base have them count as some multiple of the resources required to build for the purposes of repairs to the base. Yes, this means a crafter could make a factory run and the base would never run out of walls.
I would not agree to bases from Faction perks but let say the turrents. Maybe add a new feature machine gun posts like sandbags (would love to see this like a stormtrooper or rebel trooper run up to man the machine guns if the base falls under attack). I like the idea of walls also. All these could be donated to the base after it has been placed. Just my two cents.
Imperila
4/4/4/3
Kuri server
Not everyon has to participate in the GCW.
Some fight, some live a normal peacefull life.
Needing an Architect to create a faction structure will be nothing more then another annoiance.
And a couple more credits in our pockets, these aren't in quantities enough to make it a profitable buisness you can rely on.
How about:
Turrets: These are so easy to destroy anyway, who want's to farm FP for them?
Bunkers: A small structure that players can enter that provides tons of ranged defense, maybe make itinvulnerable to chemical and biological attacks,but is vulnerable to flame throwers, grenades and blast damage. Perhaps a version could exist that comes with an additional complement of Faction NPCs.
Destroyable Harvesters: Much Higher BER than standard ones, but have vulnerabilities fora few hours per day. Can be combined with defenses like turrets. Another idea would be to introduce a new class of resources that are only used in crafting faction armor, weapons, and bases, and make it so that only factional harvesters can be used to harvest it.
Field Base: A place where players can clone, get wound healing, etc. during a raid. Can also be supplemented with Bunkers and Turrets. Has a territorial radius around it that cancels out any zoning restrictions, so invaders can place turrets and defenses inside enemy cities.
If everyone thinks this stuff should be Faction-only, then make them LIMITED use (rather than single-use) schematics purchased with faction points.
I vote for
a) one use schematics bought at slightly reduced FP cost, that needs to be brought to an architect (which may or may not have to be a factioned player - depends on the amount of coding needed there).
b) crit failures in structure assembly not an issue - can be redonewithout loss with the click of a button (if they redo the crafting system, lets worry about critical failures THEN, not now). Crit failure in factional furniture - an acceptable risk for both sides (crafter & buyer).
c) Factional architecture NOT experimentable ( or in a later step of development - I rather see it NOW quick-n-dirty than NEVER almost perfect // however - factional ARMOR should be experimentable - competitive stormtrooper and marine armor would do A LOT to the StarWarsiness of this game)
d) A master quest ... a HARDENED Turret or a special base or a special garden or a special city building (Jedi or Massassi Temple anyone ?)
DING
you just won 200 credits in the lottery
shall I transfer it to you ? (send me a private forum mail ... Anubios , Chimaera .. right ?)
Have fun
Novarider
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HUGE SIG TEST