Architect Archive
Thread: On Going New Structure Idea Thread..
I love someone's previous post about making the Architects actually having more input into their buildings. As it stands the process is pretty basic.
But how about building addons that wouldn't take up any more lots and would just slot onto your exsisting house. When placing them you would have a few choices on the orientation to give each home a dynamic and individual feel, the footprint would come up and you could either lay on the sides or back of your house, Basement or extra floor. (Of which it would add an extra doorinside your house for access depending on where you layed it, with the side and back choice having an external door for an added entrance - Read on)
House Addons
- Shop - For the homebased retailer, this would have a large outside entrance withthe option for more outdoor signs, built in counters (Movable by the owner, possibly activated by the maintenance panel like the vendors themselves so you'd have a counter for each and none empty. Or no counters for the vendors but display tables for your wares...... The choice would be the owners alone) Give an added 50 item storage for THIS ROOM ONLY so that people could display stuff.
- Workshop - Generic for all crafting profs, Give 100 item storage for THIS ROOM ONLY, Crafting stations stored within will not count as an item, a storage box working in the same manner as a factory ingredient hopper will give an additional 100 storage (Having this instead of showing all 200 items for the room will save load times on homes and will be easier on Devs I'm sure) Could have some sort of crafting bonus if that floats your boat.
- Stylist Boutique - Working in the same manner as the Shop above but would have a chair or 2 for the customers to sit. Gives the ID a few extra things to choose from. (Would be the same as the ID tents that are coming out but for the people who want to work from home) Have the same entrance and sign options as the shops.
If this seems like it would be too much work to have to change what we have then I'd just as easily settle for all of these as new 'Separate' buildings, but even having BOTH would give the game a more individual feel. We should be able to make and do alot more than we can at present.
Other than these I think the already posted Post Office, Hanger, and Mall (If and when they sort out the Merchant exploit) would be grand.
Jedgen.
What i'd like to see are
Post Offices
Duel Arena / City Battle Grounds * Like Theater*
Walls For strongholds
Gates
Watch Towers
out side benches / furniture
PPL buy from architects once and leave never to be seen again until they need either storage (more houses) or furniture. None of this stuff really decays and gives ppl a reason for coming back.
Harvestors are great money makers, but once a person has 40 deeds, he's not coing back.
So what to do...
Give us a purpose and reason for being after we fullfill some orders.
Now out of all professions, Architects deal mainly with crafters and miners. Once you sell someone a house they never come back (until they want more storage). But point is usually its crafters that want harvestor deeds and new factories for their business.
Solution for Architect: Finish making us the mining class. We already deal with crafters, and the mining we do are second to none for us to create the stuff that we make. Give us a tree in the skill profession to increase the amount of lots for harvestors. Add some efficienncy bonuses to it so it mining is increased. Architects can become the resource sellers of the galaxy and that will keep the professin alive and finally, some credits in their pockets.
Anlother thing I would like added (which isnt probably possible) is the ability for architects to color houses. Also if it would be possible to fully make a house customizable (like Ultima Online) where u drop stairs and such, you would truly be worth the name "Master Architect"
A good way for this to work, would be to use a process something like:
1) Architect chooses to build a custom layout schematic
2) Architect chooses lot size (this determines footprint)
3) Architect chooses # of floors and if there's a basement
4) System displays a blank floor to build upon
5) Architect chooses the various 'modules' he'd like to place
- It might be good that these modules must be pre-crafted
- Pre-crafted modules could include many of Agendar's ideas
6) Architect places the modules into the space, creating a custom blueprint
7) Blueprint can be saved, in case other items need to be crafted while designing
- UO does this. As you're designing the layout, you can save the layout and finish working on it later.
8) Once satisfied with the layout, the architect creates the schematic.
9) Once the schematic is made, it goes into the datapad like all schematics, and the item can be crafted/manufactured as any other item is.
I think this would be the single most valued addition to this profession. I'm getting close to trying out a new profession, but if I knew this was coming, I'd hold out for a few more months. Plus, I just started getting into the whole decorating scene, so that might help renew my interest in being an architect for a couple more months.
It would be very cool to see what folks come up with if we had this kind of control over layout. This may sound too big to implement, but as mentioned, if UO can do it, SWG should be able to as well.
New Housing Styles
Give us a some new floorplans.
1. City only housing styles. Smaller footprint, more vertical. Allows for condensing population.
2. Estate. Devs say they are amazed by number of PA halls in the game. Give us a new larger house, 7 or 9 lots, layout like a pa hall, maybe even a garden or interior courtyard.
Warehouse. Give us a factory that isn't a factory. 200 item storage, or even 100 item storage for 1 lot. A bunch of people already use factories for storage, make it an official structure type that doesn't require power.
I proposed this idea on another thread but I just saw this one so thought I'd drop it here.
I'm not an architect in the least thought i think the profession is really cool. The one thing i keep hearing is that most of your sales are one time. I agree completely your house sales are one time. So what if you were able to craft an apartment style building. that would not take up any lots (limit 1 per Architect of course) only available to masters that would allow people to rent rooms for a price you set. Most people dont buy houses because they dont want to worry about paying the maintenance. If they only had to worry about sending in a bank tip once a month or week to an architect who owns the building more people would move to player cities. Naturally maintenance on these buildings would be high for th owner but if they can get a few people in the building it should pay for itself. SOme of this could be taxed to the city just like maintenance costs now. To restrict entry have the renter posess a code that will elt them into the room. Each time the room is "sold" back to the architect the code changes. It could use the same system as the destroy building code.
You could even add in the command "/tell lock" and have it speak the code silently to the door to let you in. This also opens the possibility for smugglers to slice the door. BUT, i know this would open a new can of worms, it would take a master and if they failed or were caught they would pay a HARSH penalty.
Weapon blocks needed by weaponsmiths for the placement of constructed GCW munitions. I feel that this short term structure would add to MWS and MA sales.
Requires say 6 Fortified wall units, Generator 1 or 2 Artisan components maybe. A structure storage module and 1-2 LARGE FIELD LASER CANON.
Small bunker. Another GCW item. This could be used by one player to enter in the area of a Faction Base. Say 6k HAM on it an useable by defending player to fire from within.
Watch tower. Similar to bunker, except raised. Half the HAM of a bunker but adding a to-hit bonus for defenders.
GCW outpost of sorts. No mission terminals in it. Has a recruiter level officer, allows for a single small defense gun and 1 defense building similiar to the 2 mentioned above.
Pretty houses and plants are nice, but if the war gets in gear the cash will start flowing again.
Suggestions to these ideas are welcome.
Just a building which can hold a large capacity of items.
So, what about having a "Warehouse Operator" off the Merchant tree (or something like that)
1. Architects can craft the warehouse.
2. The warehouse would take 4lots. This gives them enough lots to own a max of 2 warehouses ONLY and still have 2 free lots for placing a private house and/or harvester - still giving themsome flexability).
3. The warehouse(s)can only be placed in a player city. Mayor to determine tax. The players/renters who use the warehouse(s) pay maintenance/rent to the "Warehouse Operator" and the "Warehouse Operator" pays maintenance for the Warehouse/tax.
4. A warehouse could hold up to 2000 items in total. 4 separate rooms of 500 and you can only rent one room per warehouse. Players/renters of the Warehouse have total admin of thier rooms.
5. If the warehouse operator leaves the game or weekly maintenance hasn't been paid - an email goes to the renters that
rent has not been paid and the warehouse will totally decay in 4 weeks unless (intervention) the warehouse operator either pays maintenance or transfers the structure to another warehouse operator who will maintain it.
6. A warehouse cannot be deleted/redeed until the rooms have been emptied. A Warehouse Operator cannot vacate a "Paying" renter/player unless there has been no activity (items in or out of that room) withing the last 4 weeks.