Architect Archive

Thread: EASY to Impliment Architect Ideas

Masen
Tue Mar 02, 2004 4:18 pm
#14

I thought of a few more running through the streets, and noticed people (VERY creatively) 'making' their own buildings.


A true merchant house, in the normal 3 sizes. This would have 2 doors into it, one front, one back. the front would have a shop floor, and be the larger of the two areas. It would also have actual windows that can be looked in from the outside (give it a SHORT distance, so windowshopping doesn't become a lagfest). the back would have a seperate room, with a space off to one side just the right side for stations, to keep them out of the way, and an open area for furniture or living space. The large would instead have the entire first floor open, like a modern day WalMart or KMart, and would have a basement area laid out with crafting in mind, a top floor set up with several decent sized rooms and a central hallway leading to an open balcony. These would take master merchant to place a large, novice for a small, and advertising 4 for medium, giving more class rewards for the shortchanged merchant class and 3 more buildings for player towns or shopping areas.


A player/npc run factory. This would be a place that would have the functionality of a crafting station built into it, like a workshop. However, instead of an xp boost, each item would be produced 25% faster. It would allow players to craft things such as medium houses in shorter timeframes, as each step would be done sooner.


More furniture ideas I had as well:

A mannequin. Experimenting would allow it to appear as more races and such. They would appear similar to static, unmoving vendors, with choseable poses, again based on architect skill. These would give tailors a much more appealing way to display dozens of outfits, and save space as well. By default they wouldn't have the undies most likely, but would appear as barbie dolls, like real mannequins, to solve issues of the underwear showing when items are put on them, which would probably be an issue since they aren't players/npcs. Clothing given to them would be lost, same as a vendor, but the entire thing could be moved, picked up, and relocated again and again.


A sales counter. I've seen this implemented a dozen ways, at least. but to actually have various styles available, eventually ending with the cantina counters in npc cantinas, would be cool. Ideally, this could be used for storage as well, allowing you to display some factory crates for example, and keep others out of the way in a realistic and immersive way. After all..when you want something that's out of stock..do they check their backpacks? lol. No..it's usually under the counter, or in a back room.


A new architect craftable display case vendor. this would be difficult to do probably, I'd be surprised to see it in game, but thought I'd mention it anyhow. This would be a clear display case/counter. Like a jewelry store has. It could hold varying amounts of jewelry, and would display it under a lit cover, for players to see better. People could actually browse it like a vendor, and anything in the counter could actually be purchased, where the slot would be emptied and would need to be refilled.


a secured vault. More form than function, would be a simple storage item, like any other shouldbe, or backpacks are being used for now. Ideally this would have one cool feature though. It could be made locked..upon which time it could actually be sliced by any pc smuggler, and the contents taken. Any smuggler doing so however, would be declared with a TEF to any person on the admin list of the building. This would allow for player-run robbery scenarios..and imagine the cool factor of a noob in a shop, when suddenly an alarm goes off, and the NPC vendors start shouting 'Theif!' and the owners come running in from the back room where they were crafting, and a firefight breaks out, then spills into the street, where stormtroopers and/or rebel troopers shout 'Get that theif!' and open fire, and it's all one big wild west bank robbery showdown. I had such a cool vision of this in action it gave me goosebumps, hehe.


Actual vending machines. SImilar to a vendor, but this one would have the name given it in neon letters across the front. It could carry only a limited number of items, but those items could be factory crates, and this would allow people to buy items from the crate itself, a few at a time. Very handy for things like stims, food, tailor items, etc. Optionally would have a few styles, and each would have a different look, such as a drink vending machine, or a snack one. They would take merchant to place- 2 for novice, 2 per box in efficiency, and 5 more at master, for a total of 15 vending machines. The reduced number of items they hold overall (ie 1-4 factory crates, instead of 150 items) would cut down on server load, and add more of a cool factory to player cantinas and such.


Workbenches. These would take more resources than a crafting station, but would function the same way. They would have an additionalbonus though- not only the experimenting bonus, but these items, if you were seated at/near one (had to be seated. can't be standing) any item you made would have a speed bonus to how fast it was made. For a +42 station, items would be made 42% faster. An average master station, +20, would have a +20 boost. They would take nearly twice the resources of a normal crafting station, including an advanced R3 chassis, that would be shown standing by the station, and storage modules would be mandatory, but it would take 6 of them, from a factory crate, all identical.





No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
Pawlin
Tue Mar 02, 2004 6:35 pm
#15

These aren't my ideas but I recall people bringing them up before:


Interior signs. These would be used to place next to vendors in shops or museum displays to act as the 'readme'. Right now people rename backpacks for this purpose which is very kludgy.


A user customizable data terminal. When you examine it it can have a large text space in it used for information al purposes.





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
DarthCedric
Tue Mar 02, 2004 7:00 pm
#16

Second the motion to design stuff instead of cranking out cookie cutter buildings and furniture.

At least offer more floorplans.

Allow experimentation to increase # of items a building can store (pipedream?)

And yeah, allow different colors on furniture. Maybe have experimentation affect the amount of colors allowable?



Darqyeti
Master Chef
Master Pistoleer

Rikilii
Tue Mar 02, 2004 7:04 pm
#17






Pawlin wrote:

1 - "Warehouse" storage buildings. Simple one room buildings that use 1 lot and give 100 storage. You can't declare residency there nor make them public. Make them use as much resources as a medium to build, its worth it. (right now people use factories for this)





Actually, these already exist -- they're call "factories"




---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Pawlin
Tue Mar 02, 2004 9:05 pm
#18






Rikilii wrote:





Pawlin wrote:

1 - "Warehouse" storage buildings. Simple one room buildings that use 1 lot and give 100 storage. You can't declare residency there nor make them public. Make them use as much resources as a medium to build, its worth it. (right now people use factories for this)





Actually, these already exist -- they're call "factories"








Right... you'll note I said "(right now people use factories for this)".


Not a giant difference but using factories for storage is kludgy and having a house style specific for that purpose would be a lot cleaner solution preferable by most.





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
Rikilii
Tue Mar 02, 2004 9:44 pm
#19






Pawlin wrote:





Rikilii wrote:





Pawlin wrote:

1 - "Warehouse" storage buildings. Simple one room buildings that use 1 lot and give 100 storage. You can't declare residency there nor make them public. Make them use as much resources as a medium to build, its worth it. (right now people use factories for this)





Actually, these already exist -- they're call "factories"








Right... you'll note I said "(right now people use factories for this)".


Not a giant difference but using factories for storage is kludgy and having a house style specific for that purpose would be a lot cleaner solution preferable by most.








D'oh, my bad---need to take a reading comprehension course



---------------------------------------------------

Ahazi: Tekhap Ybrae--Former CM and Homeless Nublar Extraordinaire.

TC: Avaro Tribec--Co-founder of the TC-GCW, and Self Proclaimed Leader of the Imperial Legions
Naufragus
Tue Mar 02, 2004 9:56 pm
#20






Pawlin wrote:





Rikilii wrote:





Pawlin wrote:

1 - "Warehouse" storage buildings. Simple one room buildings that use 1 lot and give 100 storage. You can't declare residency there nor make them public. Make them use as much resources as a medium to build, its worth it. (right now people use factories for this)





Actually, these already exist -- they're call "factories"








Right... you'll note I said "(right now people use factories for this)".


Not a giant difference but using factories for storage is kludgy and having a house style specific for that purpose would be a lot cleaner solution preferable by most.









well....it costs A LOT to use a factory as opposed to a small house.


GogoDodo
Wed Mar 03, 2004 8:01 am
#21

These don't really fall into the architect profession but do affect us.


1. Vendors - Being able to give a vendor a name (like a pet) and then set what the vendor is selling. You list the vendor on the planetary map under only a few categories, while i think you should be able to set the vendor as planetary and list what types of items the vendor sells. Instead of Resources -> Blah, you'd have Blah -> Flora, Minerals, Gas, and ranged powerups. You wouldn't need a vendor for each type of item you sell just to advertise it properly.


Also setting the vendor to be a little more interactive. I'd like to tell my vendor who my repeat customers are, and that she should give them a 10% discount on all purchases.


And for resources, rather than have to split all the stuff into various sized stacks, i'd like to be able to put all the stuff into 1 listing and give it a price per unit, so that someone can come in and buy exactly the amount of the resource they need rather than have to find a stack close to what they need.


2. over head lighting. Fixtures we can elevate that will give off various colors and lighting types.


3. a Bathroom? i've been holding it for 8 months now. And i could really use a shower.


4. How bout new housing styles native to each planet. Corellia isn't just the 'corellian' style,Very few homes in the NPC cities look like the ones we build, plus what about a house using a Selonian or Drall architecture? Perhaps regional too, Coronet is more of the bustling metropolis than Kor Vella, and it should be reflected in the architecture.


G



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
RichardBryant
Thu Mar 04, 2004 5:33 am
#22

First off....

I am not an architect....

But i do have a PA that's starting a player city on the bank of a narrow river. What i'd like you guys to be able to craft is a bridge. Otherwise, anyone on foot is going to waste a lot of swimming when we expand, and in any case, it's certainly the kind of thing that an Architect should be able to build.

Other than that, i'll confine myself to hoping that the SE allows you guys to craft a private Spaceport for Player Cities




Cael Broden, Master Smuggler.
I am Jack's Ignored Profession
"I don't have saber envy. I have patch envy. 2 years is unacceptable."
"Wars not make one great. AFK-grinding on wookiees on Kashyyk make one great!"
Erillion
Thu Mar 04, 2004 7:25 am
#23

THUNDERHEART said


  • GCW structures are Faction Point purchased and always will be...not from Architects.



  • This can be EASILY combined.


    Make the SCHEMATICS buyable with Faction points (one use only) and architects have to craft them.


    Presto - renewable income.



    Have fun


    Novarider Tam

    Salporin_Wookie
    Thu Mar 04, 2004 9:50 am
    #24

    more storage space in houses!!!


    I'm constantly running out of space. look at the numbers.


    10 small houses - 10 lots- 750 items


    6 lots - 1 large house - 450 items? nope only 250


    I currently have 10 houses out there for storage and private use. If I didn't have non-crafter friends who did not own houses, I'd be screwed! We need a warehouse building, available only to masters of any profession that holds lots of items.





    Sal Po'Ryn
    (pre-NGE)Master Architect,Master Artisan,Master Merchant
    (post-NGE) Master Shipwright
    SalCo Industries, a subsidiary of SalSlak Corp
    Numanjii City, Naboo (Ahazi) wp: -2203, 644
    Rhaine Starfal
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    (post-NGE) Ace rebel pilot, Lancer Squadron, 13th Roving line
    B-wing pilot - Lancer 5
    B-wing(The Big Stick), KSE(June Bug), Nova(Serenity), Y8(The Beast)
    Monvictus
    Thu Mar 04, 2004 4:33 pm
    #25

    Here are some things I'd like to see

    1,Outdoor furnishing ability---One of the main reasons I bought a large Naboo house was for the big balcony.I was really excited about decorating it and very dissapointed when I discovered that I could'nt.

    2. More decor items---I would like to see more items(especially quest reward items)for decoration.For example.the woven rug you see with Teras Kasi trainers.I really wanted to put one of these on my balcony heheh.

    3.Storable containers---Furniture you can actually store things in,like the chests and armoir(sp?)

    4.Open windows----Not sure if it's doable but would like to see open windows in houses.Would prefer an actual ouside view but if not that then a simulation.Also of course would like the option of opening and closing but if not maybe a crafting option of opened or closed windows.

    5.Semi permanent camps---Saw this idea earlier and as I am working on Master Ranger I really like this idea



    Khars Kharkus-Zabrak-Master Commando-Starsider
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    sanfordthejunkman
    Thu Mar 04, 2004 5:07 pm
    #26

    Some of these idea's are great love the warehouse and mining one. As for the windows on houses and other graphical stuff I can see not happening. More graphics mean more lag which equal more complaints. As the same with eq they are allowed a certain amout of data for graphic color and so on for the world. As for the training facility I would rather see them as a mission then training. Outside hunting is getting pretty boring. You have to understand from adatabase standpoint and a programmer standpoint. Some the ideas are not possible and some are. One thing for sure we need something new and better before we are class burn out and become rare.



    sanford'the Junkman
    Sanford and Son Junkyard
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    Shop on Corellia 2056 -4325

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