Architect Archive
Thread: The Construction Tree
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=8574
My ideas on that subject can be found here.
Reeco
I would have to say one of two things should be added, or more than one if they Devs want
:
1) Use the Construction tree for one of the three following suggestions:
I) Allow more Experimentation and allow it to affect houses, and harvesters so that they are cheaper to pay for, and run with lesspower.
II) Increase the number of lots by 1 every other box, letting Architects have a total of 12 lots.
III) Let the schematics call for LESS resources everytime we advance in that tier. Lets say a Weapon crafting station is 950 steel total. I get the Contrustion I, and now it is only 850, and it would advance like that.
2) Add more types of buildings like Medical Centers, Cantinas, Mission Terminals, Bank and Bazaar Terminals, so that we can directly build Player Cities,and more types of furniture and add-ons to houses like Porches or Fireplaces.
Those would make the profession a little easier. Personally I find it hard to own a house where I can sell my houses etc., and still run the harvestors for the MASS resources I need.
I'm for adding in extra available lots into the tree. After all, Architects are the only skill that really needore in the amount that can't be supplied by our given 10. Give us a way to be able to supply ourselves. Perhaps 1 extra lot for level I, then 2 extra for II, 3 for III and 4 for IV. That'll give us an extra 10 total.
Anyway, that's what I vote for. Turn Construction into Construction and Land Management.
Zax McTau
P.S. I do like the landscaping ideas, but I think it could get way out of hand and even exploited. But with proper safeguards, it might be feasable.
Blacksun, adding decay to harvesters as you mention is a bad idea. The point of having the maint pool is specifically geared at taking money OUT of the economy and into the game. If there were no money sinks like this there would be an infinite amount of cash just transferring hands and never exiting. So these money sinks are a necessity, not a luxury. If you can't keep your customers coming back... then try offering them a better service... customers WILL come back if you treat them right... 90% of my customers are referral customers. I have really made very few contacts to try and get "more customers" they come to me whether I ask them to or not.
Extra lots won't solve our problems,harvesting isn't even a problem.
I was running 2 heavies and 4 mediums on an ore spot and was having no problems keeping my operation running. You have to rethink your methods of harvesting, if you try to spread yourself out and have 2 harvesters on steel/alum/ore, then of course you aren't going to get enough. My method is to pile all my harvesters onto ore and stockpile up as much as I can, when the ore dries up I switch them to other metals.
I don't want anyone being able to make permanent or even temporarty changes to the landscape without structures. But if the points in teraforming allowed you to place building on places where you couldn't previously, for example mountainsides, then that would work great. Perhaps at con 2 you can place small house or small structures using teraforming, con 3 med, con 4 large.
Also, this skill would have more power within a defined player cities (when they come out). Perhaps when that is released these skills would allow the chief architect to flatten the terrain to make terraces, roadways and paths, etc. But only within an official city. If the city loses that status all the special teraforming would be removed.
Terraforming, ack!
I'd like to see Construction be replaced with a tree devoted to a few things:
Kiosks
-Extremely small structures where vendors can be placed... the smallest kiosk has room for 1, the biggest 3. Fourth kiosk, the Wildenerss Kiosk, can be placed on Yavin IV, Dathomir and Endor (has 2 vendors.)
-Lower maint costs than houses, clearly a merchant structure.
-Perhaps fits into a Kiosk Cert of the Merchant profession--- instead of using lots.
Storage Shed
-Placeable within 50m of a player-declared residence.
-Small, size of personal harvester. Functions much like the bank currently does.
-Administrator lists allow people to give and remove, Access list allows people to add.
-Small, Medium and Large doesn't affect structure size, but DOES affect amount of items that can be placed.
-Costs 1 lot.
Outdoor Furniture
-God, we need it ![]()
-Only placeable within 10m of a player's house, or within the bounds of a player city.
-Maybe I'll just skip this and think of something better ![]()
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There are my ideas.
BTW, the reason my suggestions aren't anything that I think will drive demand through the roof is because I don't think we need that. More storage is useful for everyone, and kiosks will be easy to sell to any merchant. They aren't harvesters or houses though ![]()
Outdoor furniture would just be a perk.
Take construction tree and turn it into battlefield structures. Turrets should not be faction perks, they should be something we can make.
First box defensive structures 1.
Second box offensive structures 1.
Third box defensive structures 2.
4th box offensive structures 2.
Manual says an architect is needed to place battlefield structures like turrets and bunkers. Make the profession match what I was told it would be.
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This sounds like an excellent Idea. I made master architect a long while ago and I find Architecture plain boring now. By doing this we would be able to build forts around our cities and make the game more fun again. Kinda sad when you reach master and find the game boring to you.
Randulph
RRR on Talus