Architect Archive
Thread: Warning to devs and Architecture Correspondent: Possible game-breaker with cities
If player city schematics are going to become part of the architect skill tree, and skill tapes will have no effect on them, then what will be the skill used to factor success/failure?
I was assuming that structure assembly was the base factor for all structural components during assembly and experimentation for experimentaton (Kinda obvious, but still needed said). Then on top of these there are skill tapes and specie bonuses.
That being said, Are we getting a new base skillfor city structures, and if so what skill tree will it fall under?
If not, then how will it be possibly to implement player cities into architect and keep skill tapes ineffective?
GrandMufTartkin wrote:
I found out the other day it is for a Krayt Dragon Skull, nothing more than a decoration, but unique I guess. Now, if someone was so willing to be rude over a phat lewt decorative item, then I shudder to think how nasty and elitist people will become when the items become a very high value... like the above mentioned skill tapes.
You were the rude one. Obviously the guy did not want to talk to you, but you kept bugging him about it. You have the nerve to say he was nasty and elitist, yet you expect him to answer you like some droid.
If going over 100 in any skills don't give you anything, then how is someone going to get an edge over a Master with a +25 skill tape?
In addition, by fixing the tree so the architects get their NORMAL experimentation and crafting mods to 100, this would address the difficult civic buildings while leaving the normal construction unaffected (though the skilltape architects WILL have an advantage in non-city things, just like a marksman who gets the best gun made for them will have an advantage).
More specific resources might be a pain...
"I'd like to make you a bank, but Thallium Copper has been out of shift for over a montha and Miners are selling the Pholokite Extrusive Ore for 40cr/unit and I only have 3k out of the 5k Ionite Intrusive Ore... Want to buy a Medium House instead?"
If they increase the resource requirements even more (not specifics, I'm talking actual quantity), then failure will hurt all the more.
The only ones who could make cities are the ones with 50+ lots, which is fine with SOE I guess...
But this is all speculation, right? I'm willing to not make a fuss about it until the details are officially released with schematics and resource requirements.
I took the Devs post on "harder to craft" to mean very specific resources needed for sub components and final assemblies. Right now an architect can make anything with anything. Power Generators require carb ore, but not a specific sub type. Some things require steel and aluminum but not a specific sub type.
I think you will see the new structures require x units of ABCium steel, and y units of DEFium aluminum, then 5 kinds of factory identical subcomponents. Things should be a little tougher.
I don't think they are going to use our experimentation points.
For everyone else, I was just trying to think ahead and make sure we weren't heading for trouble. If the difficulty is rares - and I think it will be - wonderful. If the difficulties was experimentation and we only had 55 experimentation points - the guys with the skill tapes were going to rule us all.
I thought it worth while asking the question + making sure they didn't goof on this one.
2:44 GreenMarine posts here saying that the skill tapes will have no bearing on crafting city structures.
2:53 GreenMarine announces that, in the next major post, Architects will be getting 100 Structure Experimentation skill (10 experimentation points).
Is there a connection? Hehe - only GM knows for sure and I doubt he's going to say 'yea' or 'nay'. But we may have dodged a bullet here.
GreenMarine - thanks for the info. A little bit of communication goes a long way towards keeping people moving forward in a positive way. Its easy to flame some anonymous 'developer who hates architects.' But its easy to be nice to someone who occasionally makes an appearance and shows that he cares.
Again, thanks.
GreenMarine wrote:The "skill tape" mods you site will have no bearing on player city structure crafting.
Completely off-topic and quite likely to earn me a 1-star rating, but I can't help myself; in regards to your signature:
Brandon Reinhart / GreenMarine
SOE Designer, Star Wars Galaxies
Nerevarine and Hortator of Three Houses
Morrowind rules!
Thank you, good night.
I haven't seen myself where the devs have said that the structures will be difficult to craft, but perhaps they'll be made difficult in a different way that you are envisioning. Perhaps they will either take a ridiculous amount of resources (even more ridiculous than what we have to use now), or perhaps they will use specific resources, a la weaponsmithing, for example. Or, it may be both. Also, perhaps there will be new resources introduced that have not spawned ANYWHERE yet that will be required to build these structures.
Of course this is all speculation -- presumably, when this comes out on test, we'll have our answers.
Vallosk
Seshemw wrote:
All they have to do is add a new skillmod to the architect tree. Being new, no existing skill tapes will work on it (see the initial fun with the mask scent mod, which previously used camoflage). Some skills don't have mod tapes, and they could easily just NOT MAKE one for the new skillmods (say, civic design (experimentation) and civic engineering (construction).
In addition, by fixing the tree so the architects get their NORMAL experimentation and crafting mods to 100, this would address the difficult civic buildings while leaving the normal construction unaffected (though the skilltape architects WILL have an advantage in non-city things, just like a marksman who gets the best gun made for them will have an advantage).
Thanks Seshemw. Perfect explanation, and makes complete sense to me.