Architect Archive
Thread: Crafters Workshop.. New Structure Idea # 2.. Open Discussion
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..
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..
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.
FruntLWudge wrote:
Ok i understand now but you know people are going to jsut take advantage of it. Thats the only thing that upsets meand 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...
Digaty
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.
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
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
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.