Architect Archive
Thread: The Galactic Civil War: An Architect's Role!
Seen this idea in one form or another in different threads and I've always agreed with it. This is definitely something that we could all benefit from, not just Architects (weaponsmiths, armorsmiths, and DEs for the subcomponents).
I also agree it should be FP based. If you want to stay neutral, fine. You just won't get to build for the 'war effort'.
This is a great idea. How can we get this higher on the developer radar?
I hesitate to call this one truly great. I fear another boom, and another bust, just like that first week of gameplay. It'll be a euphoric little craze, but then it will be either regarded as useless, be way too powerful so thestructures never die, be way too difficult to attain (we're Christopher Lowell, not Rambo, how do we get FP?), or be way too easy to attain so they are more common than CDEFs. On top of that is the fact that they will have little use since you'll just see more barricading-one planet 100% imp, one 100% rebel, so PVP becomes boring since even when charging in with twenty others you're fighting five to one and you never win. PVP dies out as a result as it doesnt have any thrill, and the structures arent bought.
All in all a good post, and very possible. Could do quite well, perhaps even very well. But i hesitate to say "This is the best idea! This will save us all!"
Structures would have to be effective, and expensive enough that they're not super easy to drop down. There would also need to be sufficient reward for their destruction to encourage players to get together in large enough groups to take them down.
If things do get to a point where planets are 100% rebel or Imp, there would have to be incentives in place for a LARGE team of say rebels to go to an imperial planet, drop down several assault towers and start assaulting a city.
So key points:
-Rewards for building destruction would be high.
-Defensive structures, while expensive to buy & maintain will be very effective in stopping attackers in small numbers.
-Mounting an attack on a well defended installation would require the use of assault towers, and architects supporting them via repairs in the field.
-Defending players would need to rally & be present to gain full effectiveness from defensive structures. Guard towers say are only 20% effective if there is nobody manning them.
This gives us a high reward for quick raid style assaults on undefended areas. Defenders can rally to an area under attack (Shields buy you time) and help fight off an attack. With the use of the defensive structures, and 2/3 of the numbers of the attackers, defenders should be able to hold off attacks.
It's all a matter of balance. If attacks are too costly & difficult to pull off, with low rewards, then you tweak the rewards, and reduce the cost of assault structures. If raids are too easy to do, then defensive structures can be more effective, or cheaper, or assault structures increased in cost or effectiveness.
I am going tohave to agree with Adune about the balancing issues. The ultimate question here is one of risk vs. reward. It's a basic level game design principal. If the reward is high enough for the risk, people do it. I personally have been debating if I really want to be an architect, merely because there doesn't appear to be much for them to do. I don't want to build harvestors for the rest of my career. And I certainly don't want to be forced to choose between not partisipating in the war, or taking a combat profession. Where do the military bases, and turrets, and the such come from? They should be coming from artisan elites.
andy
RovaniDragon wrote:
basically im asking is alot like what your proposing except the building gets destroyed after a while.
Reason i want it ot be able to get destroyed is that if all we do is repair it, then there wont be a real big demand for them. WIth them getting destroyed, then we just go make another one. I think its just a little more useful than just going to repair it.
No there might not be a big demand for them, but there doesnt have to be, architects can charge to repair. And thus you have recurring income. Imagine this... a PA builds a player city... the architects in that city build defensive structures, another city attacks and damages or destroys the defensives... using AT-ST's(for example) the architects are called out to repair/replace. Resources would be a factor in being able to repair. You might run out and cant afford to repair or replace it. Seems a realistic system to me and would I would love to be useful in the Galactic Civil war. Because if I go city planner, there wont be much skill points left for combat skills.
I'm trying to post these ideas in as many places where it is relevant, take a look
IThis is what I like/propose/wish:
1. Imperial/Rebel Architects can pay Faction Points to acquire Factional Building Schematics. The faction points for the schematics would be the same as buying the building, just the architect would be able to reproduce it.
a. These factional building do not come with troops of any kind, the troops need to be purchasedand"placed" in the building in order to defend it, etc etc
2. In order to satify the Dev thirst for more cooperation between classes, an architect who can build turrets can only build the base structure. In order to complete the Factional Deed he/she must acquire a weapon mount deed from a Factioned Weaponsmith, and if they want a very nice armored turret, must acquire an armor deed/component from a factioned armorsmith. The architect them can combine these components to make the final structure. This idea can pan out for all the GCW structure. For example a DE can provide a medical droid to be placed in a faction medical cener to heal when there are no medics around. BTW I know they dont operate like that at the moment, but it would be nice for a useful DE droid
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Matsuri Auroch
Gorath