Architect Archive

Thread: Help! Please. A new Architect.

Bandola
Thu Mar 31, 2005 8:49 am
#14








Shil wrote:

/snip...I've gotten a few pieces of paper and am working out what I want to stock, then working backwards. So far I have crafting stations, all harvesters (medium and heavy), streetlamps, candles, droid batteries, powerups, factories, guildhalls and all types of houses in all sizes...

A word of advice if I may, check where you can get sub components from before you to commit to crafting anything.
Example, all harvester sub components can be made by a Master Architect, but for crafting stations (just to take an example) you need Droid Storage Compartments (made by novice DE) and the rest of the sub components have to be made by a Master ARTISAN (you did not mention if you were Master Artisan, although you imply below that Artisan items are not a problem...). The same is true of some sub components in other structures that Architects make, such as large house, guild halls etc. So if you cannot make these yourself you will have to source them from elsewhere


Architect seems to be the most under-valued profession from looking at the effort you put in and the profit you get out.

oh how very true...


You must really have to take pride in your work to do this. My main motivation is to run a successful and steady shop, something to be proud of. The artisan items won't be a problem. Swoops just require 900+ CD iron/steel(fe) and copper/aluminium(non-fe) (6,400 + 1,600?) and powerups are quick and easy.. but stocking enough buildings to begin with is gonna be very difficult.


Commendable attitude, I wish you Good Luck











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

dantaglo
Thu Mar 31, 2005 9:09 am
#15






Shil wrote:
I'm amazed at how helpful the guys on this board are. On most boards you risk being savanged for asking questions





you want to be savagely beat...... /call in the gank Squad.... Kill on sight there ya go...... All better now .... enjoy your stay
Shil
Thu Mar 31, 2005 9:40 am
#16

EEP!

/RunsAndHides

Good architect!



__________________________

Both accounts canceled. You wouldn't pay for a broken car, so why pay for a broken game?
Cafa
Thu Mar 31, 2005 11:33 am
#17

The thing about architect is that it is no different from most professions. The advantage is in preparedness.


For us, that comes down to bricks (my name for structural modules) and walls. Whether you have one or 20 structure factories on the ground, you always need to have it working. A day NOT making components is a set back for you. Always make bricks and walls, even if you have enough of everything else, because you can NEVER have enough bricks and walls.


In addition, if you have only one character in the game, it is highly suggested you make friend and alliances ingame to use other players lots. I know of a couple that have been successful as single character architects, and all do it through developing relationships within game.


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

bluejanus
Fri Apr 01, 2005 12:45 am
#18



Cafa wrote:
The thing about architect is that it is no different from most professions. The advantage is in preparedness.
For us, that comes down to bricks (my name for structural modules) and walls. Whether you have one or 20 structure factories on the ground, you always need to have it working. A day NOT making components is a set back for you. Always make bricks and walls, even if you have enough of everything else, because you can NEVER have enough bricks and walls.
In addition, if you have only one character in the game, it is highly suggested you make friend and alliances ingame to use other players lots. I know of a couple that have been successful as single character architects, and all do it through developing relationships within game.
Fivo Asia





Customer service is a good thing btw. Even if you're making little pieces of furniture that net you only 500 cr. They'll remember that you were willing to spend the time to make them that little thing. A good many times they'll remember you for bigger things. And also recommend you to their friends and guild mates.

Someone accidently bought some high quality LWW the other day and spent most of their money. If you're willing to refund accidently spent money that can generate good will as well. While it's somewhat diminished with the galaxy vendor search, one's reputation is still an important factor in the economy.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Stownhart
Fri Apr 01, 2005 5:34 am
#19

I agree that Wall Modules are paramount to most of the major items an architect crafts. However, Generator Turbines should be a major concern for you too.Most of all structures you make will need them, either directly or within a Power Core Unit. You see while you go through more quantity of walls, they are very routine in everyday practice. Mine ore and metal and get the factory going...that's it. But generators take a wider range of resources to make, and need to be factory crate identicals in several circumstances. I have had numerous other architects come to me asking to buy generators because they were all out of reactive gas or specifically Carbonate ore. So my advice is don't forget your generators while you are stocking up on the walls.
bluejanus
Fri Apr 01, 2005 5:44 am
#20



Stownhart wrote:
I agree that Wall Modules are paramount to most of the major items an architect crafts. However, Generator Turbines should be a major concern for you too. Most of all structures you make will need them, either directly or within a Power Core Unit. You see while you go through more quantity of walls, they are very routine in everyday practice. Mine ore and metal and get the factory going...that's it. But generators take a wider range of resources to make, and need to be factory crate identicals in several circumstances. I have had numerous other architects come to me asking to buy generators because they were all out of reactive gas or specifically Carbonate ore. So my advice is don't forget your generators while you are stocking up on the walls.





Some good points Stownhart makes. If you have the harvesters, you should concentrate on resources initially. Dabbling in a bunch of different things is going to make you run out of resources quickly. It's better to focus on one or a few things than many things at once.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
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