Architect Archive

Thread: Urban Planner?

watchkeeper
Sat Oct 04, 2003 10:01 pm
#27

I agree, I think it is a bad idea to just having existing Architects be able to build the cities. I think it should require a new profession. Just because you can build a log cabin from Lincoln logs does not mean you can design the city layout. I was looking forward to this new profession, it would provide a more varied business model in making fewer ppl be able to play in this new profession and it would make them more in demand it would also allow other architects be able to build the smaller structures like houses and Halls. It would also make the the ppl serious about the UP profession rely on other players for support which is what this game is about PC support of others and to make the economy worth more than it is.


At the present moment I am a Master Arch and Master Art, but I also dabble in Rifleman, Ent, and DE. What the new professions were going to cause me to do was to drop DE and Ent and maybe some Marks skills in order to become a UP and maybe a politian as well, which in turn would then make me rely on others for those services and promote "under-classman" faster and allow them to earn more credits and XP in their prospective fields. Now I am also planning on ,in the future, surrendering my UP skills and maybe my Arch skills for new classes like Vehicle designer or Ship designer. Those last 2 professions now I think should have their roots in other classes like the UP was planned on having in Master Arch.


Well I could go on but it doesn't really fit in here undeer just archtects but that is my thinking on why to keep the UP as a seperate profession.



Fetor WatchKeeper


CEO WKC

HackRiomerd
Sat Oct 04, 2003 11:48 pm
#28

The biggest question i would like answered is,


when the city expansion comes out and you are now able to take a group of buildings and turn it into a small outpost and grow from there, will the Urban planner be able to move buildings that have been placed around so as to make the "city" more accesable to the new buildings? Or are we all gonna have to suffer and redeed our houses and shops and move em to where the Urban planner wants em?


I am running into this problem now of redeeding all of my guildmates homes because ppl just dont seem to have the same concept as me while planning for the future of this expansion! I was put in charge of moving the homes around, but just trying to tell the person where the building should go, and where they place it are 2 differant things!


I think it would be a cool addition to Urban planner, if they are not already doing this, to allow the free movement of structures in a "city" only to better suit the needs of the "city" itself and to better grow as a "city"! Any comments?




"Why yes I do have that lvl 1 space part for you! how much you say? how does 1 mil sound?" Sounds crazy but this accually happened to me!
Knocky
Sun Oct 05, 2003 3:12 am
#29

Why do you peeps what to have to waste points in a whole new tree over 6 buildings?


When there are 50 unique City structures released, then a new skill tree would be worth the cost in skillpoints.

Capien
Sun Oct 05, 2003 4:28 pm
#30

I certainly would like to see the ability to move buildings around if you are the mayor without the owner needing to be present - if the building is part of the city.


However in the meantime an easier way to get the look of your city right is to place all the deeds yourself and /transferStructure to the person who 'owns' it.

Theodis_Darkstar
Sun Oct 05, 2003 5:23 pm
#31

Knocky - it's not that we want to waste skill points over 6 new buildings, it's that we want to make it a hard decision for the overwhelming numbers of architects that are out there. If the threshold of skill point pain is too high, there will only be a few die hard UPs. This is as it should be.






Theodis Darkstar, Master Shipwright
|| Apotheon Shipyards ||
Coronet (436,-5300)

Tempest
Sun Oct 05, 2003 8:27 pm
#32

Not having urban planner as an elite branch is a mistake. putting things like fountains walkways etc in construction line as well as say factional structures is whats needed. This decision like quite a few others just makes the devs look like coding this game is actually to much for them to handle so they are instead of doing what they say going with the easier route so that they don't actually have to work to do what they say.



Serena,
Bria,
Naboo,
Serena's Architecture and Interior Design -327 3124 West of Keren
Master Architect and owner of Club Nakamura
Complaints are what improves the world both real and virtual.
Mkappus
Sun Oct 05, 2003 9:20 pm
#33

During the online chat they said the ability to move buildings is not a current functionality, too many possibilities for griefing. So you are going to have to deal with the city as is.


Also, extractors are allowed in player cities.




Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
LawnGnomeofDoom
Wed Nov 12, 2003 7:02 pm
#34

ok i have heard and read stuff on a new elite-elite proffession called urban planner. aparently this proffession is the one that makes all the city structures, yet i can find no information or anything about this.


can someone clear up some stuff on this for me, such as who builds the city structures, what is this urban planner if its real, if it is real, when is it coming out, and so forth. thanks =)




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Loamsdell
Wed Nov 12, 2003 7:05 pm
#35

they canceled it.. now those buildings will be in construction line... theres a new basic class politician.
LawnGnomeofDoom
Wed Nov 12, 2003 7:07 pm
#36

ok i new politician was coming out but i wasnt sure about this urban planner, thanks for the update =)



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Sunakk
Wed Nov 12, 2003 8:11 pm
#37

Urban Planner is now the title for getting all of the Construction skill boxes in Architect. All of the player city buildings and gardens are within this discipline.



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