Architect Archive

Thread: Construction Skill

Ropock
Thu Sep 25, 2003 2:59 pm
#27

My 2 cents:


If you want it similar to other crafters, I love the Furniture colors... make it similar to the color line for tailors.


second choice would be GCW items.


Either one is good and provides long term assistance to the profession.


It would seem that the first one would be easier to implement initially, but then again, new artwork would have to be created for every piece of furniture out there so maybe not... either way... these are the best 2 options.





Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Mukaka
Fri Sep 26, 2003 12:03 am
#28

I agree word for word with one of the earlier replies. The construction branch should contain one or more of the following:


- gcw stuff
- lot increase/reduction of cost forstructures
- platforms for uneven land, small/medium/large harvester platforms: helps with placing stuctures on uneven or even floating ones.


Without a GCW role, architects will miss out on a significant part of the game. Sitting in front of the crafting machine/factory/harvester day-in and day-out for customers who expect you to work for peanuts gets old.


I think we'd all love to design as much of the city's layout as possible. Being able to place several dozens of buildings down would make for interesting cities. Perhaps architects can go over their number of lots for a certain amount of time. This would allow you to layout a city, then transfer the structures over to players as they move in.


I like the idea of platforms, floating structures, and/or limited terra-forming. It really stinks to have to run 8 miles to your temporary factory because one stinkin rock is in the way or theground has a 2 degree slope. Heavy harvs are so limited in placement compared to the personal guys. Besides, NPCs can build anywhere!


I also agree that the elite profession just doesn't sound good. It'll force us to be ONLY uber architects. It's already pretty tough to compete in the PvP stuff with all the artisan/architect boxes chewing up our skills. Add some basic scouting, merchant, and weapons skills, and we're balanced just enough to get the job done, but at the same time balancedto the pointthat we're boring. If all elite architects do is craft player city structures, it will be exciting for a fewmastersthat are in PAs for a few weeks, then it'll be boring for everyone. However if elite architects also have some sort of social/political/gcw role, then it might be worth surrendering those scouting skills for the elite profession.





Gedd
Tue Sep 30, 2003 1:23 pm
#29

I'm all for military structures in the current construction tree.




glibdud wrote:

I vote to keep any faction-based structures *out* of the skill tree. Such things will be used to balance the profession against others, which leaves those of us who wish to remain neutral in the GCW at a general disadvantage.


I'm not against there being perks for joining the GCW, I just think they should stay on the recruiters and off the skill trees.





Actually, if you were neutral you could build and sell military structures to both factions, right? Sounds like a good way to make some credits.



__________________________________________________________________
Gedd - Master Architect, Kettemoor
Now selling furniture and installations in the new WanderTech Mall!
Located SE of Coronet City on Corellia (705, -5425)


glibdud
Tue Sep 30, 2003 1:35 pm
#30




Gedd wrote:

Actually, if you were neutral you could build and sell military structures to both factions, right? Sounds like a good way to make some credits.





I'm not a hardcore RPer, but I do like to maintain some values with my character. When I say I'm 'neutral' in the war, that means I want to support *neither* side, not both.


That said, if they add craftable military structures, I would guess it would somehow require the crafter to be factioned, but I can't say for sure. However they work it, I'd like to keep the skill tree neutral-friendly.

GhOsT767565634765
Tue Sep 30, 2003 3:18 pm
#31

No city structures in architect, defense, YES decaying defense that is. Also since Urban Planner is elite elite I think there you should be a branch in the proffession's skill tree for lots, Lot Manger or somethinglike that, and it gives Urban Planners only extra lots upping to 15 4 lots for for each box in the branch and 1 for master. Why? I can only imagine the fun of getting resources for Urban Planner made buildings.



Raged Mind Gorath/SIO/Master Architect/Master Artisan/Sniper/Future Master Urban Planner




Raged & Nunzia

Guildless
Homeless
Lonely
Bored
RotorofCorRng
Tue Sep 30, 2003 4:59 pm
#32

Military structures is the way to go.



Rotor - Will cease to exist May 3rd.
StPhil
Tue Sep 30, 2003 5:19 pm
#33

I like either or even both of these. The arctict tree is seriously lacking, and I think these would flesh it out nicely.


-Phal




-Phal (Froggie Power!)
Mukaka
Wed Oct 01, 2003 12:31 am
#34

I agree word for word with one of the earlier replies. The construction branch should contain one or more of the following:


- gcw stuff
- lot increase/reduction of cost forstructures
- platforms for uneven land, small/medium/large harvester platforms: helps with placing stuctures on uneven or even floating ones.


Without a GCW role, architects will miss out on a significant part of the game. Sitting in front of the crafting machine/factory/harvester day-in and day-out for customers who expect you to work for peanuts gets old.


I think we'd all love to design as much of the city's layout as possible. Being able to place several dozens of buildings down would make for interesting cities. Perhaps architects can go over their number of lots for a certain amount of time. This would allow you to layout a city, then transfer the structures over to players as they move in.


I like the idea of platforms, floating structures, and/or limited terra-forming. It really stinks to have to run 8 miles to your temporary factory because one stinkin rock is in the way or theground has a 2 degree slope. Heavy harvs are so limited in placement compared to the personal guys. Besides, NPCs can build anywhere!


I also agree that the elite profession just doesn't sound good. It'll force us to be ONLY uber architects. It's already pretty tough to compete in the PvP stuff with all the artisan/architect boxes chewing up our skills. Add some basic scouting, merchant, and weapons skills, and we're balanced just enough to get the job done, but at the same time balancedto the pointthat we're boring. If all elite architects do is craft player city structures, it will be exciting for a fewmastersthat are in PAs for a few weeks, then it'll be boring for everyone. However if elite architects also have some sort of social/political/gcw role, then it might be worth surrendering those scouting skills for the elite profession.





Pawlin
Wed Oct 01, 2003 12:42 am
#35

I'd vote for GCW structures. For these they should make experimentation work and resource quality should have a noticable impact. Much like how it works for weaponsmith or armorsmith.


Then urban planner items as backup and furniture /house colors third.





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
glibdud
Wed Oct 01, 2003 12:58 am
#36

I vote to keep any faction-based structures *out* of the skill tree. Such things will be used to balance the profession against others, which leaves those of us who wish to remain neutral in the GCW at a general disadvantage.


I'm not against there being perks for joining the GCW, I just think they should stay on the recruiters and off the skill trees.

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