Architect Archive
Thread: First New Structure Idea Voting Closed...
I vote for 1.
People will definitely buy these in crates. They are the definition of renewable income. Nice work!
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.
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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.
#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.
# 1 would be more usefull but both are great ideas.
And how about uppping the capacity of houses anyways.. bah
The harv would be nice, but personally, the Mall would be nicer.
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
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%