Architect Archive

Thread: First New Structure Idea Voting Closed...

Purgatorii
Tue Apr 27, 2004 3:25 am
#27

I also dont like either one of these.We have already have harvesters and guild halls which cover what both of these will be used for anyways.It would be really nice if something else was developed that is totally different in the game.Maybe a floating resource platform,like an oil rig,to harvest some of the resources in the water or maybe even a mine harvesting unit that can only be placed on mountainous terrain. Purgatori
khamafeu
Tue Apr 27, 2004 3:38 am
#28


Hi there!


I'm new to the architect business, just enetered a partnership so I'm still a greenhorn in the home business.


Of these two ideas, I like the second better. HTe first is purely an attempt to harvest more, nothing more, a kind of power boost to resource gathering for nill cost. You can buy Pe for 3K with ber 4. Let's say it costs triple the amount, Let's go for 10K. this harvester would the cost you in it's 7 days of operation: 10K + 1,44K *7 +0.5*1,2K*7(Let's say power is at the very high price of 0,5). This goes to 24,28K. With Ber 11 in agood spot ( 70% ) it chucks out 0,7*11*1440*7 = 77616 units with an extraction price of 0,3128. Steep but then who pays 0,5 for power anyway... it you sell you valuable resource at 3CP you're almost amking 10 times more... not bad. Good deal.


You could placemuch more of them in each vein, even in the plains and the cost to do so would be decreased by redeed costs, 3K mostly. Beeing a good deal and making custumers return to architects is cool and a good idea but not this way, this will just make ppl extract more resources and kill the PE. Why use them? As I said I'm new so if I'm missing the point completly please tell me so.



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We Sell All Architect goods, Artisan items, Smuggler Goods, We have 2 richly stocked Loot vendors and our UNIQUE all furniture vendor both crafted and looted furniture!
Moxxinal
Tue Apr 27, 2004 4:36 am
#29

I vote for 1.


People will definitely buy these in crates. They are the definition of renewable income. Nice work!




Moxxinal
Retired Master Interior Designer
Current Wanderer of Radiant Galaxy
Huntercrom
Tue Apr 27, 2004 4:38 am
#30

And on a side note about the malls:


I honestly think though that it shouldn't be a requirement that ONLY a master merchant can place these, that's kind of faulty logic here. I think that you could make these a civic structure as well, that way if a politician wanted one in his city, and he had the crafters/merchants to do it, this could actually go down in the city as a civic building, and thus, each vendor pays rent through their own Store terminal, which gets placed into the city coffers.


Think of it like this:


I am a Mayor, I have various crafters in my city, currently clogging up my PA Halls, very unorganized. I have tents all over the place, and a few houses with random vendors in them as well.


I send out a City wide email to all of my citizens and alert them to the possibility of having a city mall. Each Mall would have, say 20 shops in it.


The catch is, each merchant has to pay a fee to rent a STORE FRONT in the new mall. They have to pay maintance on said store front, and they are also given the ability to ban people from their store, and there is a reason for me saying this, I will hit on this later. Each Store will have it's own building terminal in it. The Mayor will have a larger terminal in his "Mall Office" where he can grant rights to a particular store to the new merchant. The Merchant goes in, pays his rent to the terminal and begins setting up shop. They can get their vendors straight from their own terminal, place them, stock them and prepare to sell. Each store will have a back room for storage.


Each store would get 75 items storage, thus we have 20 stores, 1500 unit storage over all. Charge each store the equivalant to a Small Naboo ROUND house, I think it's 12cr per hour, and voila, you have what you need. The cost of the mall would be taken straight from the rent paid into the stores terminal, and if coded correctly, the city will be charged for each ACTIVE store, not the inactive ones. No open storage allowed in the stores either, so a person can't just place it and expect 1500 units of storage, they'd have to pay 2400 credits per hour to have that much storage, and still only get 1500 units of storage, which is roughly equal to 10 Medium/Small houses.



(Now for the reasoning for the ability to ban from the perspective store): Just like with your houses and other Player owned structures, there is always one or two people you positively don't want entering your store, for various reasons of course, so, you should be allowed to ban them from being able to be in there.


Let me also add this as well. ONLY the merchant/crafter can place vendors in their store. This will also save from multiple people trying to save rent by having one person rent a store and 3 or 4 place their vendor in that store and share the cost. It won't work that way, as admin rights are controlled by the Mayor of the city, and can only be given to ONE person, of course, the Mayor has access to all the stores. Should the merchant/crafter not pay his rent, both the merchant/crafter and the Mayor get an email letting them know that rent is past due and needs to be taken care of, if not done within say 3-7 days (*to be determined by the mayor upon set up of the shop to the crafter/merchant), then his vendors and their goods are gone.


The Merchant/Crafter can NOT be banned while rent is paid, however, the mayor can have a contract that is signed, so to speak or agreed to by the Merchant/Crafter for a specified period, and the Mayor is allowed to renew that at anytime, but can not revoke it. As the contract comes due, the merchant and the mayor are both sent an email allowing them to know that the contract is coming due, this would give ample time for the merchant/crafter to either withdrawl from the mall or to contact the mayor about renewing. Should the contract NOT be renewed for some reason, the Merchant/Crafter will be given 3-7 days to vacate the Mall, so that he/she doesn't lose their items. There should be a withdrawl system, in case he has paid rent over the specified contract date.



Ok.. just my 2 credits worth of input. The mall is doable, but I think adding this to it all, will of course make the dev's actually work for us for a change, but would also be a more feasible situation.


_____________________


If it is Master Merchant based however, take away everything else and just allow it to have the normal amount of storage, 250 items total.





Darchette Sales: New Vendor Locations

On Naboo, Just outside of Moenia to the North.

Sales hall located: 4106, -2705

All sales are final.
DrunkenRedneck
Tue Apr 27, 2004 4:44 am
#31

#2



Not to be harsh but both ideas seem to be a poor solution to game issues. If you pull vendors from guild halls, the players will use anyother structure that stands out. Using a guild hall as a mall was never a bright idea to me in the first place.



Touch up for #1


Make this a harvester powerup. Not a special harvester. Let the archs craft it, and let the happy miners go to work. Want to make it a *gack* renewable source of income, then make them work for a single placement. You redeed, you lose the addon goodie.





prang11
Tue Apr 27, 2004 4:51 am
#32

# 1 would be more usefull but both are great ideas.


And how about uppping the capacity of houses anyways.. bah


Aynianu
Tue Apr 27, 2004 5:01 am
#33

Both the idea's seem bad to me, first sounds like i was based on a good idea yet has potential to be acomplete disaster. (what happens when 7 days is up? it just decays with its hopper etc?)


Second one only being usable by master merchant and removing vendors from PA hall's? i have over 3k items from my tailor items alone, no way im moving those, also with very few master merchants around i dont think its worth the effort to go into designing another merchant building (they just got merchant tents after all)



My vote would have to be #2 but only if we get rid of the silly idea to ban vendors in other buildings, and also loose the master merchant requirement (maybe make it advertising 4, or novice merchant, or something similar, but certainly not master, or they just wont sell)

Aynianu
Tue Apr 27, 2004 5:07 am
#34

If i was to choose my own building, i would have to pick a 'workshop'

Workshop would be 250 item limit, 4 lots, and a fairly small structure itself (slightly smaller than a med house in actual size)

Yet it would have a bonus to crafting (of some kind) for any on the admin list, who use a crafting station inside.

I would pick that over either of the 2 options given, also i expect it would be fairly popular on sales

mocxx
Tue Apr 27, 2004 5:29 am
#35

I CAN'T choose i love them both. i would say hmmmmmmmmm arrrrrrr Both.
Keltrien
Tue Apr 27, 2004 6:27 am
#36

Hand down, the Mall.

The harv would be nice, but personally, the Mall would be nicer.






---------------------------------------------------
I used to be pretty frickn' cool, now I'm just old.
GogoDodo
Tue Apr 27, 2004 7:28 am
#37

Tough choice.


The harvestor idea - Low profit margin, niche market,would be good on the Great Trench world of Corellia


Mall Idea - Should cost a Master Merchant no lots to place, should have interior signs, but may not take that much root cause people will be far to lazy to remove and replace all of their vendors.



Both have some merit, but both would do better if the game were just coming out, not a year into it. Given the choice i'll have to go with the lesser of the two evils, the Mall.


#2





Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
summs63
Tue Apr 27, 2004 9:18 am
#38

I like the first option #1.


But one question that I have is, if after those 7 days you haven't picked up your resources, have you lost all of your resources or will there be a way to retrieve them, as many of us know, we let the our harvesters go for days and forget what is going on with them... well atleast i do....lol



Rettuclos ~ Tempest
Master Shipwright
Master Artisan
Master Merchant
Member of Marrf's Market
Owner of Cutter's Inc.
Mayor of Helms
Pawlin
Tue Apr 27, 2004 9:53 am
#39






DrunkenRedneck wrote:

Touch up for #1


Make this a harvester powerup. Not a special harvester. Let the archs craft it, and let the happy miners go to work. Want to make it a *gack* renewable source of income, then make them work for a single placement. You redeed, you lose the addon goodie.




I agree 100%






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Architect, House, Furniture, Harvester FAQ

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