Architect Archive

Thread: New Structure...

Sevardos
Wed Apr 21, 2004 10:51 am
#27

Is it just structure ideas you're looking for? ... or other concepts because I have a few ideas I'd like to suggest.


1. OUTDOOR HOME DECORATING ITEMS
Instead of having to change or re-skin houses, how about the ability to add items outside of your house - without requiring to be in a player city. For example: Torches outside, bushes, patio stones, benches, picnic-type tables ... all designed to keep within the Star Wars motif of course.



2. VAULTS
It's not a structure but it is another item that customers will buy readily. By purchasing the vault, you will be able to store 200 items incrementally to what your house count is (i.e., adding to the total). However, I would suggest the following requirements / restrictions;


(a) Vaults must be expensive to purchase. Heavy resource requirements and/or specific metals and the resource quality must matter. Allow for experimenation and quality to dictate on how many items the vault can hold.


(b) Restrict them so that they can only be placed in medium homes or higher. This will add an abuse deterrent.


(c) Have it only available to manufacture at Master Merchant because it would be classified as furniture.


(d) Restrict vaults to ONE per structure. Again, this will act as an abuse detterent.



3. DIFFERENT SIZE FACTORIES
Take the current factories and allow them to be increased in speed. Similar to how there are different size of harvesters, have different size Factories and make the resource quality matter.


(a) Standard Factory: Same as current factories available now - no experimentation required. Current manufacturing speed maintained. 1 lot (2 lot for structure)


(b) Industrial Factory (Medium size). Through experimentation, you can increase manufacturing speed 50%. No change in storage capacity. Maintenance costs increase to 75. 1 lot (2 lots for structure).


(c) Enterprise Factory (Large size). Through experimentation, you can increase manufacturing speed by 100%. Storage capacity is increased by 100. Maintenance costs increase to 90. 2 lots (3 lots for structure).



4. HOME RENOVATION KITS
These are kits that can be purchased to alter the outside of the house. They would come in different types (note: all the changes would be permanent:


(a) Paint-job. Allows you to paint your home in a different colour.


(b) Doors and Windows. Allows you to add a different door or add/change a window to current house.


(c) Basement Addition: allows you to add a basement / small cellar, to your house. This will not expand the number of items allowed in your home though.


(d) Panelling. Allows for different types of panelling to be added to the outside walls. Comes in different designs from brick-type look to wood panels.



5. Profession Custom Houses
Have houses designed specifically for different professions. For example; a CH house would have a fence pet area in the backyard. A Doctor house would look have traits of the Medical centre.



Thats all I could think of right now.


Sevardos - Master Artisan, future Master Architect / Merchant
Bria



Sevardos

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Dvnce
Wed Apr 21, 2004 11:13 am
#28






Sevardos wrote:


3. DIFFERENT SIZE FACTORIES
Take the current factories and allow them to be increased in speed. Similar to how there are different size of harvesters, have different size Factories and make the resource quality matter.


(a) Standard Factory: Same as current factories available now - no experimentation required. Current manufacturing speed maintained. 1 lot (2 lot for structure)


(b) Industrial Factory (Medium size). Through experimentation, you can increase manufacturing speed 50%. No change in storage capacity. Maintenance costs increase to 75. 1 lot (2 lots for structure).


(c) Enterprise Factory (Large size). Through experimentation, you can increase manufacturing speed by 100%. Storage capacity is increased by 100. Maintenance costs increase to 90. 2 lots (3 lots for structure).



Sevardos - Master Artisan, future Master Architect / Merchant
Bria





I like this idea.. If the devs wont give us the ability to experiement on factory rates... this may be the next best thing... hmmm.....



Lets keep this soley on New Structure Ideas.. I am already pushing for functional chest like furniture.. and GCW items.. Basically I want to present 1 new structure Idea that is not already game directly.. that is the goal of this project..






Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Meplorium
Wed Apr 21, 2004 11:26 am
#29

The only new structure that will bring in anysourceof long termincome, i.e. more than a couple of weeks, would be harvesters that handle terrian better. A new house or structure, be it owned by the city or by a player will have limited use and hence sells. The only thing that has wide spread appeal are the harvesters and since I don't see us getting a higher BER. The only improvement would be terrian handling. So the arguement over city structures over player structures for more sales is rather weak. I would rather see a new structure that has good use andnot another empty storage building among other empty storage buildings.


I think we would all like to make faction structures, but it has already been stated that those are faction perks to make getting FP worthwhile. That makes sense enough to me, otherwise FP would be useless. Though with JtL coming maybe the FP need can be shifted there and architects and mass produces ground based items to give more appeal to ground battles. There will be a lot of empty planets soon, so I can see this being opened up a bit to get the ground war going.





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Dvnce
Wed Apr 21, 2004 2:04 pm
#30






d0qtrX wrote:

I'd like to go on the record and say that Tatooine Guild Halls make nice malls.


I imagine large tat houses are nice too. Lots of rooms!






yeah .. but it was never intended for PA halls to be malls.. but you are right the floor plan is not that bad for this...




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

CraftDragon
Thu Apr 22, 2004 12:08 am
#31

We need a warehouse structure. Placeable only by a master in the crafting skills. Uses 1-2 lots, but stores like 1000 items. This would allow us crafters to decorate our homes instead of using them for storage.



CraftDragon Elder Jedi
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PsychoticChipmunk
Thu Apr 22, 2004 12:42 am
#32

Large Corellian style3 (skyscraper)


You enter the main door and have to go upstairs (like a large Nubian) either go up to the left or the right, both enter the same room,these open up to a large main room roughly the same or perhaps 2/3rds the size of a Nubian. Against the back wall (again just like a large Nubian) there will be a staircase. It goes up 2 flights, winding around the room, to a large room that is about the same size as the large main room. This area also has a staircase (just a single) leading to the top room that has a domed roof and perhaps a balcony. You could even have an elevator opposite the staircase that leads up to the other floors just to be different.


This would provide roughly the same amount of space as most larges, however concentrated in 3 rooms as opposed to a bunch of smaller rooms being linked by half-hallways half rooms that are really nothing more then a pain in the arse. Plus this will give Corella a more realistic atmosphere, in the cities anyway. It may look strange seeing an obelisk in the middle of nowhere but then again, when medium and small homes get revamped to be a bit taller and look more realistic this may not be much of a problem.




0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000000000000000000000000000000000000000000
0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
d0qtrX
Thu Apr 22, 2004 12:48 am
#33

I'd like to go on the record and say that Tatooine Guild Halls make nice malls.


I imagine large tat houses are nice too. Lots of rooms!
Mkappus
Thu Apr 22, 2004 12:50 am
#34

My second post gonna repeat one idea and a few others:


1. Extractor farm control center: This structure allows you to command and control an entire extractor farm from one place. All maintenance and power can be added here. Each individual extractor can be set to mine different resources at this control panel.


2. Roving extractor/harsh terrain extractor. Version of a medium mineral extractor that looks mobile or is on treads or something. Allows mining on hill sides. Or maybe a mining platform that would allow mining on water?


3. Refinery: allow creation of new alloys, refine fuels into power (never understood why a liquid petrol fuel can't be used to run a harvestor), allow tweaking of a stat or two.


4. Love the idea of different size factories.


5. New housing types.


I have long been an advocate of more stuff for cities. But I have to agree with the other poster. Less than 30% of the server population actually lives in a city. We should be looking for something with mas appeal.



Goliath
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Naufragus
Thu Apr 22, 2004 12:58 am
#35


i like the ideas of new factories and harvestors....the only drawback i really see is that the economy is already saturated....do we need more resources to make more items faster...there is just a general glut as it is
Huntercrom
Thu Apr 22, 2004 2:09 am
#36

City Mall or just a plain Mall: My input on this is something very easy, working off of Dvnce's idea to have 'seperate' shops, and then charging a %, why do that, each shop would be like the tent currently is, a CRAFTER/Merchant can instead have a structure terminal in their 'Shop', that pays money to the owner of said Mall.


That way they have individual access to their little corner of the mall, the terminal will pay their 'rent', and if they run out of money, POOF, their stuff goes, bye-bye, but the shop stays there. Rent it out to the next willing vendor. Because it's rented out, the merchant doesn't lose a lot to it, like they do with a tent, they get 100 units of storage, but why, that's why they have a vendor or two. You can do this one of two ways or both. The MALL deed can be sold to anyone, but if placed by a Mayor, then it becomes a city structure, where as the money for RENT goes to the city. If placed by an individual, they use up 6 lots, and the 'RENT' goes to their bank account. Cities should of course be limited to 2 mall deeds though, per level of the city, thus, a level 5 city could in fact have 10 mall buildings up.



Community Storage Facility: Similar in fact to the mall, except this is a CITY issued structure, and based on a factor of citizens here. The facility would be able to handle 20 different citizens, each citizen could store 150 additional items in it, thus 3000 items stored in this building. Rent is paid through a personal terminal, which goes to the City Hall. You may have 1 Facility for every 20 citizens, at 1 citizen (yeah I know you need 10 for a city to begin with but bear with me), from 1-20 citizens, you get 1 facility, from 21-40 citizens you can have 2 facilities, and so on, and so forth. What a great way for the city to make a little spare change, people get a little extra storage, WITHOUT using up an extra lot, and we kill the storage vs. lots debate as well, as this will not take up a single lot from the people using the facility. Consider this like a banking terminal, without the bank.



Creature Storage Facility or Farm for that matter: I find it funny that alot of the Architects I know, also have a Master CH on another server, yes, I'm one of those btw. So for those of us that are that way, we can feel their pain as they can also feel ours. CH's need a little love too, so why not give them their facility that they are asking for? I think this would be a great Proffesion to Proffesion assistance move.



GCW Structures: I'm not kicking a dead horse here am I? I sure hope not. I honestly think that we should be able to make the structures via a Faction Point purchased deed. To include the base itself, covert detectors, mine fields, turrets and other items that should be made available to a full fledged base, such as bunkers. Some of these items should involve Droid Engineers, Weaponsmiths, Armorsmiths and Tailors as well. I'm not talking about a low level of these proffesions either, I'm talking about MASTER's in their proffesion. The Main Base is constructed by a Master Architect, however, some components in it require a special items from one or the other or all of the above listed proffesions, that come in a pack of deeds, i.e. back pack of deeds, that you purchase with your FP's and take to your local Master *insert proffesion here*, and pay them to make it. This may be asking to much, but it would definately aid us in the residual income department, by doing it like this, it would lower the FP's needed for the item, because there would be a credit cost to this of course, thus, making people actually want to keep these things in their active inventory of items they use daily. It may even increase the day to day GCW as well, making more people want to be more active in it.


As I think of more things, I'll post them, but this is a start. Dvnce, what do you think?





Darchette Sales: New Vendor Locations

On Naboo, Just outside of Moenia to the North.

Sales hall located: 4106, -2705

All sales are final.
Huntercrom
Thu Apr 22, 2004 2:12 am
#37

sorry for the double post there folks.



Darchette Sales: New Vendor Locations

On Naboo, Just outside of Moenia to the North.

Sales hall located: 4106, -2705

All sales are final.
Phatus
Thu Apr 22, 2004 5:56 am
#38

I like the factory idea very much, makes alot of sense and would be easy to implement (well at least I think so).


Difficult Terrain Harvesters are a superb idea as well.


Now I really like those and would love to see them ingame, since I am at the end of the day interested to see a pick up in business, which is basically dead atm. Malls andcivic structrueswill probably be in demand for like 2 or 3 days after a patch (if at all, since every player city has an architect anyways), and then its dead (like all civic structures).


Also, I got this idea for HYBRID HARVESTERS, basically give the architect the ability to combine two types of harvesters into one, like a Flora/Chem harvesters (or water/flora, chem/water, etc), trade-off would be lower extraction rate (like 7 vs 10 for a medium, or 10 vs 13 for a heavy).


EzioMedic
Thu Apr 22, 2004 7:30 am
#39

We need to focus on more consumable type structures for more economic turn around. I mean how many Cityhalls can ya build on one planet.


Perhaps short life type factories that may do one or more type of runs thatare sold prepared to run, and are used up.


As one said in earlier reply. Construction of Base defenses such as Turrets and small defense set ups, perhaps that can be thrown up and defended for short battles.


ie. A portable camp that can be thrown up and defended with walls and mini turrets this would lead to battles on different planets using terrain. Make it expendiable.


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