Architect Archive
Thread: My list of reasons why Architect is screwed up
Add an Insurance option... Say you pay 10% of what you wish to be insured for. Upon destruction of a house, harvester etc.. you collect on the insurance. This would provide money to the owner so they could buy a new structure, or do what ever they want with the cash...
The Insurance could cover anything, with a maximum amount per type of structure/item. Say a small house could not be insured for more than 20k.. So the value of the insurance payoff would be 20k. This insurance would cost the owner of the policy 2k per month (10% of the payout).
The monthly fee would be paid through the radial menu of structures.
Of course the numbers could be different from my expample.
In addition, I would welcome natrual disasters and acts of war from NPC's that could damage or destory a house. Each Item in the house should also be insurable.
To loose your home and all its contents could be devistating. But if the insurance was paid up, you would just loose some time. Depending on your situation you may even want your home destroyed for the payout.
This would remove more credits from the game, making credits more valuable. Would allow some turn over on houses, harvesters and all items.
The hard part is figuring out maximum coverage for each item. I would not like to see someone insure a house for 100,000,000 then have his buddy destroy it. Perhaps the maxium insurance should be based on the resource count to replace the item.
Just an idea.
Blacksun: AndI stand by my arguement. The best way to improve architect and increase structure 'recycling' is to implement experimentation and quality. I own 10 solar generators made by four different architects,yet theyare all exactly the same. But if you made a solar genator that had a lower maintenance or could harvest more productively, I would seriously consider upgrading to the improved generators, just like I upgrade my pistols when I find one with more damage or faster speed or lower HAM costs.
Likewise, if architects could make harvestors that used less power, required lower maintenance, harvested more productively, had larger hoppers, etc., a lot of artisans would consider upgrading their equipment. Same for factories and such. Houses are a little different, but maybe experimentation would allow people to store more stuff in their house, or something like that.
Again, forced decay will only destroy the architect profession. Non-crafter/vendors wouldn't bother owning a house when it will burn down in a couple of months. Likewise, artisans/miners wouldn't buy structures from architects, they'd just take the skills they need from the architectprofessionto build what they need in order to save money. Either that, or they'd only use personal harvestors which are pretty much disposable anyways.
Again, just my 2-creds.
Slim Vargo, Corbantis, Mos Eisley
Oh, and just to clarify, I have purchased many weapons, but only because I found ones that were substantially better than the ones I was using. I have never bought a new weaponbecause I wore out the one I was using. And I would do the same if experimented solar generators were available.
Slim Vargo, Corbantis, Mos Eisley
Betatoxin is right about the second-account issue, MMORPG companies will never do anything to discourage second accounts, it is just extra revenue for them. This is whyMythic will never do anything to discourage the use of buffbots, even tho it's annoying as heck, they love the extra money these players give them.
As to the over-building issue, what we need is a mechanism to promote building "churn." Since there is no decay on maintained buildings, we need another mechanism. My suggestion is to make player-controlled structures attackable in certain circumstances. For example, if two PAs declare war on each other (is that code in effect yet?), they should be able to attack each other's harvesters, houses, and PA halls. Of course, it will take heavy weaponry to damage anything bigger than a personal harvester, but that will just give the Commandos something to do.
And if we really want to push this concept, we could extend this to the GCW. Structures get flagged as Reb or Imp according to their owner's Overt status. Perhaps declared overt people should be able to attack structures owned by declared overt members of the other faction. So Rebel commandos could run around blowing up the houses of Imperial sympathizers, and vica versa. THEN we'll see demandfor buildings jump, to replace those destroyed in the GCW.
If there is no building churn, eventually everyone who wants a building will have it, and the market will stagnate.
-Z40k
Andrei Zorn, Intrepid Server, Tattoeine, Mos Eisley.
Attackable buildings based on faction will never happen
1. People will roam around just destroying folks homes when they are not online.
2. Overt folks would never own houses due to #1.
You must not be a serious fighter then or maybe you havnt had a chance to really use the gun cuz u keep changing it for other reasons.
However, the fact remains that EVEN if there is experimentation (which I support) sooner or later people will figure out how to make more or less the same type of product. But ya whatever, experimentation solves a lot of things atleast in medium terms.
My 2 cents,
1. In order to get Faction perks you must also have a "residence" declared.
2. or In order to become a master at anything you must have a "residence" declared
3. Houses do decay but last 6 months and warns you a month in advance.
4. Maybe Master Architects can repair houses as they sit before 6 month period for a fee.