Architect Archive

Thread: Crafters Workshop.. New Structure Idea # 2.. Open Discussion

Dvnce
Thu May 20, 2004 3:16 pm
#14






FruntLWudge wrote:

This might sound on but what would be the purpose for this?

Would this pritty much make it so no one wouild have to go out side at all they jsut go him let micro another class...... now i can do that because i don't have to leave to go to a facotry. I lost my fath in the other crafters all i see them do is micro/grind out the work and not even put any soul into the professions. I see this even from the people who use the professions as a perminet class. Well i am getting off subject. Ok what is this for? so now you have bolth a crafting station and a factory in one building well why don't we just through in a minieral extrractor in the center of this building and call it anti-social here i come.


Well i am sorry if i offened any oen with those few comments but that is how i see this idea, my sincerous apologies to you Master Dvnce.







the purpose is not to remove the need for factories... in fact it would be very innefective to do a factory run out of this "in house factory" the hole point is to 1) give a little more storage for the crafter... 2. give the crafter an actual workshop instead of having to use a house.. 3) make it a little more convenient to make schematics for the real factory runs.. 4) aid in roleplay by having an actual workshop...


this is not to replace factories.. crafting stations... etc etc ...but to give a workable structures for chefs to make a restaurant.. a WS to make munitions plant.. ( or shooting range..) etc etc..





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Huntercrom
Thu May 20, 2004 3:39 pm
#15






Dvnce wrote:


As for the restaurant yes this is to accomidate that.. I am I am not sold on the floorplan.. just know if it is as big as the cantina .. devs will want 5 lots for it.. also this is something that alot of crafters have asked for so we need to cater to as many crafters as we can... the more professions we can touch the more possible the plan is to get inacted..






As for it being along the same size as a Cantina, nope, we wouldn't want that, but the Cantina is HUGE and I don't see why. Have you ever really tried to look around a Cantina. The outside would suggest at a minimum of 3 stories to it, yet, there is only one main floor. Kind of over kill in the artistical side of things in my opinion.


You could use the SAME interior floorplan as the cantina, just rotate the entrance and take away the stage. Make the Bar into the kitchen area and enlarge it. Put 2 doors to either side that would lead to stairs that lead up. The upstairs takes up the back half of the building on the outside, so that the store would be a tad bit longer and the living area/storage on the 2nd floor would be half as long.


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Kind of like this for a side appearance. Think of it as a set of stairs. Although the Upstairs would be as wide as the main building, it would only extend to the halfway point of the length of the building, starting from the rear, and working it's way forward.


Now.. go into a player cantina, take out the stage area and make it all one area.


Move the bar out and square it instead of a semi-circle. This is where the crafting station and mini-factory would be at. Make it appear as actual kitchen style items that you may see in a space based cafe'. I know this would take creative thinking on the part of the Dev's, but hey, I can hope can't I?


Off to the side of the kitchen is two doors, one on either side, this will lead to a hall way, instead of the current entrance to the Cantina, which leads to either an elevator up or stairs that lead up.


Upstairs, make it one or two rooms and allow the owner to declare residence, he can have his 'Home' in the upstairs part of the building.


_________


Now.. you can do the same thing with each and every crafting class, even doctors, and make it kind of a clinic appearance rather than a medical center. No healing properties inside this building either. This way they still need to have the medical center.


For the Armorsmith, the 'kitchen' area would be more of an area where he can lay out his materials for crafting his armor.


For the Weaponsmith, the 'kitchen' area would be more in tune to his/her smithing area.


So on and so forth.. Each building would have it's OWN schematic. So you can't just add a crafting station and get something you don't want. Instead you have to call upon the specific building in your schematic's inventory.


Each front would be a little different. I can't describe it to anyone what I would like to see, so, I'd leave that to the artistic side of the developers, if there is such a thing.


_________


I'll add to this as time progresses. I hope this will continue to flow forward.



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FruntLWudge
Thu May 20, 2004 9:14 pm
#16

Ok i understand now but you know people are going to jsut take advantage of it. Thats the only thing that upsets me and i only see this helping the other class once again not us. what kinda a theme would we get....furnature store or reala state office or even maby a hotel no no no, while they get a wonderful restarant weapon depoes. i just think we get the short end of the deal


well i am sorry but i am dropping arc now this class make me to depressed.


ex arc and just some dust in the wind,,,,,,,,,,,,,,
Huntercrom
Thu May 20, 2004 9:45 pm
#17

There really isn't much here to take advantage of. This is something that not only benefits us, but benefits the entire community. EVERYONE, not just the crafters.


Don't ya think it would be a little easier to find what you're looking for if you know what the store front of a Cafe' for a Chef would look like? You could ride into a town and know right away that this is what it's for. You could be jetting around the countryside on Naboo and run accross a weapons depot and know what to expect. It's a nice concept.


You're worried about us getting a Furniture store or a Real Estate Agents office.. lol.. I do like that idea of course, and it could be a neat addition to our front design. Why not? We do work in Furniture, Real Estate and Harvesters, so why not make us something like what you are saying? I like the concept and I think we could jazz that up to make it appealing.


Don't run off just yet from the Architect proffession.. I think with people like Dvnce, Bandola, Pawlin and some of the other heavy hitters we've got here, we're gonna actually get noticed. 'Bout freakin' time too.. Dvnce has a habit of taking no prisoners when it comes to going to the Dev's.. Must be the Imp in him.





Darchette Sales: New Vendor Locations

On Naboo, Just outside of Moenia to the North.

Sales hall located: 4106, -2705

All sales are final.
Dvnce
Thu May 20, 2004 10:09 pm
#18






FruntLWudge wrote:

Ok i understand now but you know people are going to jsut take advantage of it. Thats the only thing that upsets me and i only see this helping the other class once again not us. what kinda a theme would we get....furnature store or reala state office or even maby a hotel no no no, while they get a wonderful restarant weapon depoes. i just think we get the short end of the deal


well i am sorry but i am dropping arc now this class make me to depressed.


ex arc and just some dust in the wind,,,,,,,,,,,,,,






yeah as hunter says .. there will be 4 basic themes.. that coincides with the 4 factory styles.. and station styles.. so that would mean there would be a specific one for arcs.. but that is what this thread is for ... to descuss what each one would look like... take a moment .. elaborate on the what you think would be cool and tell the rest of us...




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Thu May 20, 2004 10:10 pm
#19






Huntercrom wrote:

Don't run off just yet from the Architect proffession.. I think with people like Dvnce, Bandola, Pawlin and some of the other heavy hitters we've got here, we're gonna actually get noticed. 'Bout freakin' time too.. Dvnce has a habit of taking no prisoners when it comes to going to the Dev's.. Must be the Imp in him.






Digaty





Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Pawlin
Thu May 20, 2004 10:21 pm
#20

I like the idea.





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Sevardos
Fri May 21, 2004 9:55 am
#21

I like the idea but to add to your point earlier about it hitting as many professions as possible, I would suggest adding a schematic for Merchants - call it a boutique if you like.


Obviously, this would be a variation of the Mall idea but there are similar requirements. I personally would prefer this because of my diversified product offerings. Currently, I have set up a Medium style 2 house as a Mini-mall. When you first walk in, you'll see 2 medical vendors dressed accordingly. Decorated around them are beds, stims, clinical (or at least I tried my best to make that way.) Same room but in opposite corners are my PowerUps and Tools (soon vehicles) vendors for all my Artisan products - each vendor is dressed up accordingly and corners decorated accordingly. Wookie sells power-up and is surrounded by weapons and military decorations - Ithorian is decorated like an inventor/tinkerer with toolchests, tools.


Then the next room has my last 2 vendors aredressed formally - one selling Furniture, other selling structures. These 2 roooms are showrooms for all my furniture (one of each - or close to it). Unfortunately, to get the atmosphere and look I was striving for, I had to add a small house next door for crafting and storage.


Now, if I had a Mini-Mall that gave me the flexiblity to truly do what I was trying to accomplish with the house, I'd be a very happy camper. I don't need or want the size of a guild hall. Just something with open spaces and room.


Schematic:

1. Mall/Boutique type look on the outside with a customized sign for each vendor on the OUTSIDE of the building.

2. A stockroom area in the back for storage and crafting stations (the requirements from the other buildings could be maintained if desired)

3. Instead of a factory, there would be a storage bin (similar to a factory bin) for finished products that are not on the vendor (sometimes, you just don't want to put all your product on the vendor right away)


Anyway, I apologize if I distorted your original idea. It's just with my current playing style, I wouldn't want any of the other schematics because that would mean I would have to choose a theme. This way, I have a 5th option that lets me be what I'm trying to be, a general merchant.


Thanks,



Sevardos

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Cafa
Fri May 21, 2004 10:40 am
#22


I like the idea but want there to be varaible sizes in housing? Specifically, the small should be 100 units of storage and the size of a small dwelling. Mediums should be 200 items of storage and the size of a medium dwelling. While the coloration of generics/corellian houses has always turned meoff, thelong walls in the mediums AND the smalls are the best for positioning backpacks for storage organization.


Added to this (yes I know I'm probably dreaming), if they got stacks of resources up to 1 million units I would be able to operate my entire resources storage and management in a structure of this nature, actually leaving me capable of having a large house or *gasp* guild hall to decorate and call my own.


What a concept.


Fivo Asia

Message Edited by Cafa on 05-21-2004 10:41 AM



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VargusStarblazer
Fri May 21, 2004 10:41 am
#23

I'm cool with the whole thing except for the lot count - 2 lots would be the best way to go. As most crafters need the lots for mining.



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giltirn
Fri May 21, 2004 11:24 am
#24

Great idea, but i do agree 2 lots, 200 storage. The ability to make this declarable as a home would be perfect, then i can dump my house in favour of something useful: an extra 2 lots just for convenience would put off most of those people who still harvest their own materials on their lots if you can't declare it.



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Cafa
Fri May 21, 2004 1:10 pm
#25

Maximum storage in this game is currently a medical center. 3 lots for 225 storage.


Any high lot houses waste your storage ration.


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

Huntercrom
Sat May 22, 2004 12:41 am
#26

Ok.. I could see the reason for a lower lot count.. how about 3 then? But with it, only 225 storage.


You need to give up a lot for the factory.. that is a given...


You need to give up a lot or two for the house, that too should be a given.


For the size of this structure though.. it would be more sound to give up 4 lots total and get the maximum storage out of it. I know i'd go for it. I could deal with having 6 lots on my architect.


It's just an idea.. and I think this is where the biggest debate would come from.






Darchette Sales: New Vendor Locations

On Naboo, Just outside of Moenia to the North.

Sales hall located: 4106, -2705

All sales are final.
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