Architect Archive

Thread: My idea on a renewable source of income for Architects

Huntercrom
Tue Feb 17, 2004 1:53 pm
#14

Bandola, nice touch and great input.. the fact that there are those out there that use static harvesting areas, and yes, I know there are a few out there, will be affected too, but similar though to what the houses would do in the concept.



Generators, OMU's etc. etc. have to have some wear and tear to them, so perhaps a random roll, say weekly, like an update for a city or something timed out like that would actually cause the BER decay. Perhaps your idea/suggestion has more merit to it than you can think. Perhaps we don't think along the lines of the place and redeed idea, but instead, make the harvesters work on a weekly timer with a random roll of the 1-6 dice or 1-3/1-4/1-5 dice.. I personally wouldn't care for anything above a 6% loss to efficiency, or we would be fixing some harvesters every couple of weeks and that unto itself is not right.


I think that creating a weekly tick timer for BER Decay or even storage decay would be the route to take. Harvesters take a BER decay with a side effect of storage decay. Along those lines, if the BER decay is on a 1-6, then the storage decay should be on a 1-2 roll, thus the storage is very slow in comparison to the BER decay. As for the houses, well, that's pretty obvious that it would work in the same manner.



Bandola, I think your questions and comments may take us closer to the path we need, thank you for your input.





Darchette Sales: New Vendor Locations

On Naboo, Just outside of Moenia to the North.

Sales hall located: 4106, -2705

All sales are final.
Pawlin
Tue Feb 17, 2004 2:44 pm
#15



This is a good idea. Its a nice way to implement decay in structures without risking burning houses and players getting irrate over loosing all their stuff.





Bachreus wrote:

You have to be kidding me. I would never use a harvestor again if this change was implemented. If you want to make more money sell more product plain and simple.





That response is equal to saying you won't use pistols cause they have decay and telling weaponsmiths to just make more guns even when their guns never wear out and everyone in the galaxy has all the guns they want.


Currently our products never wear out and eventually we'll sell all the deeds that the server will need with a very small amount of return business due to turnover and accidental deletions. House deed sales on most servers are already very slow due to just that reason.






Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Ewell
Tue Feb 17, 2004 3:01 pm
#16

Nice idea except.....


If you do some of your own harvesting, your costs will go up. If you buy from miners, your cost will go up to cover replacing harvesters.


You may lose in the long run.


Pawlin
Tue Feb 17, 2004 3:27 pm
#17


True this will tend to increase the costs of production of the materials that we use. It will cause some inflation for the entire economy. However, I think that individually we'll come out ahead. Our costs will go up a bit but we'll get some ongoing profits out of it. To be honest, any form of decay is basically a mechanism to give architects more money at the expense of everyone. But thats the case for all the other forms of decay such as on weapons, armor, clothes etc. they are all just forms of giving the crafter in question an ongoing form of income which everyone else pays for.


Message Edited by Pawlin on 02-17-2004 02:28 PM



Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Meplorium
Tue Feb 17, 2004 4:41 pm
#18

I think decay would be more stomachable to people if the deed could be recycled. Have a repaired harvester deed schematic where one of the ingredience be a harvestor deed. Then add in the mechanism, generator and storage unit. From there experiment up. This could also help on failed experimented harvesters as those could be recycled as well.


What I would rather see is new line of harvesters that take 2 lots, same foot print and have a base extraction of 18 and go up to 26. Same BER per lot, just easier to manage and when you only have room for 4 harvesters but need to place 6, these would be the answer. Either that or special terrian handling harvesters that cost a bit more to make but handle terrian better.


I would rather get new items to make every few months than remake the same old stuff over and over.





- Meparch (Master Crafter, AS, DE), Mepaarch (MiniMep, Chef, SW), Meparca (Master Wookiee), Mepthorian (Master Naturalist, CH, BE)
Drop Off Vendor: Buffy in the Bacta Tank, Crystal Hollow, Dantooine. -6931 4819
Visit the commerce district, Crystal Hollow, Dantooine.
The Armored Wookiee - Kashyyykian Armor Specialist
The Bacta Tank - Food, Drink and Stims
Grimy Shack - Tools, Vehicles and Ships
Special Orders Welcome, Send Mail.
LukeBorgman
Tue Feb 17, 2004 5:56 pm
#19

Structures should decay just like everything else. I don't think stats should change. Decay on structures, like everything else should be based on use; that's run time for factories and harvesters and time on the ground for houses and other non-operational structures. When it hits 0, it can no longer be used. But be sure that the decay rate is scaled to the resources required. It should take a long time for a heavy harvester or a large house to decay;I mean many many months.


I think maintenance should be an option to stop decay, and if paid, it should go to the architect who built the structure.


Repairs should be an option, too. If someone thinks their use will be short-term, let them work the machine until it breaks. If they change their mind and want to pay to get it fixed, it should cost the same as maintenance but with chance of loss or degradation on repair. Heck! Let people try to repair their own, like guns, and 9 out of 10 times: *poof*, they're gone.



- - - - - - - - - - - - - - - - - - - - - - - - -
testing SWG again
Tendral
Tue Feb 17, 2004 6:51 pm
#20

I like the general concept. I think we have to have a repair kit available if this is done like the other crafting professions do. Rather than reducing the effectiveness I think a general wear down based on re-deeding is a better way to go. Though a reduction in BER would bring people around a lot faster for repairs and / or new deeds.



Tenal - President of Arion
Mayor of Arion City, Corellia, Kettemoor Server
Master Architect, owner of Arion Homes and Harvesters at -3172, -1273, Corellia


Naufragus
Tue Feb 17, 2004 9:05 pm
#21

i dont want to be a handy man...


i also dont want to be building chepo repair kits...


sorry but i make decent money...i dont really need this crap to get buy
Bandola
Wed Feb 18, 2004 12:55 am
#22






Naufragus wrote:

i dont want to be a handy man...


i also dont want to be building chepo repair kits...


sorry but i make decent money...i dont really need this crap to get buy




1. I agree with all of these sentiments (except I would remove the word 'crap').
2. I suspect that many if not most architects agree with you.

3. But we agree with you TODAY, we are looking towards tomorrow. If architects are still going to be able to say in a few months "i make decent money" then something has most definitely got to change. As it stands today:


1. City Structures - close to if not already reached saturation after the initial rush.

2. Houses, PA Halls etc. - almost no business at all, I get maybe 1 tell a month asking if I can make a house. People/Guilds simply do not want more, the occaisional request is because somebody wants more storage.

3. Factories - sales almost non existent, crafters already own their factory or 2, they don't need/can't placemore.

4. Harvesters - with the demise of the hologrinder new sales have slowed dramatically, this in turn has led to a downturn in demand for the resources to make them, which in turn leads to a further decline in demand for the structure to harvest the resource. In othe words the spiral is downwards now.

5. Furniture - possibly the only area that is still seeing good business (I am not certain, I don't do furniture), but for how long ? With limited space for items, no new styles coming what is going to encourage people to keep buying ? Once you have tried all 3 styles of seat/table/bed/armoire where next ?You can only want so many puke colored couches or red loveseats. In fact there are only so many you can fit in. God help us if color kits come out, nobody will want to even buy a new seat anymore, just a color kit to change their decor.


So, you don't want a renewable source of income for architects ? Guess you don't intend to stick around as an architect then, because if we don't get some love on this we may as well all pack up and leave.




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

jol69
Wed Feb 18, 2004 4:06 am
#23

or you could have named this thread "My idea on driving all the crafting professions out of the game buy crapping on their Capital investments"



~ Eseex Aptopack: Master Image Designer, Aspiring Carbineer~
suicid4l
Wed Feb 18, 2004 5:19 am
#24

If things that Architect's build have no decay rate in a short space of time there will be nothing left to build as not enough new people are joining and Cities have more or less maxed out, so there will be no Architects left as they won't have anything to do, and people who rely on selling resources to Architects will have tochange there approach to making money. If suddenly the Dev's decided to do the same with Weaponsmith/Amoursmith etc etc so that all crafted Items had no decay then we would all just be combat profs in a short space of time as no one would ever need anything built for them.


And the Architects who like crafting professions will move on toWeaponsmith/ArmourSmith etc,forcing the prices down as more and more people are competing for the same market.





Ataug - Retired
Sato-san
Wed Feb 18, 2004 6:45 am
#25

I think it is a great idea. At least the general thought. It is my opinion that all large constructs should have the ability to "refurbish" them. Maint cost is a good thing for overall cost of ownership but general wear of large constructs should be actually repairable with new or replaced parts.


To digress... can we PLEASE have automated debiting of maintenance through the datapad?



-Sato
Page 2 of 2