Architect Archive
Thread: Crafters Workshop.. New Structure Idea # 2.. Open Discussion
I like the idea in general. It could use an existing art asset, such as a med center, and inside have a large main room, a small back room, and an elevator down to a 2 or 3 room area similar to what you see in houses in Tatooine cities. Allow the elevator to be made private, so that only owners, admins and folks with entry permission could use it.
I agree the lots and storage are too high (as much as I would love to have 400 storage). Also, replace iron with ore.
How hard is it to hue structure art assets?
One thing you could maybe do for a floor plan design is use the PA halls floor plan. Buttrim off the top floor the side rooms and the small back room behind the main hall. Could keep the lift but maybe place it in a differnt local. Basement could be trimed where it could hold 2 or 3 rooms One room would be say the factory machinery/craft stations and then the other rooms for storage.
On the main loby you can re design the floor layout so that its flatter but this would allow a showroom or such to be worked out. Then you could make the building the size of a cantina or such.
Another layout idea could be copyed from the Tatooine guild hall floor plan what you can do is Cut off the second floor and the balcony.It has a nice big loby area then you can use the 2 side rooms on the first floor as 1 being for factory and 1 as the main workshop area. Basement you can do is take all the rooms down there and pull out some walls. and make them into 2 or 3 rooms. Simular to the main floor rooms they have now.
As for the lot costs I would think that 3 or 4 lots would be do able. I would like to have at least 2 crafting stations. 1 general and then one custom based one (your strucutre/food/clothing).
Think bigger,
1 Industrial Complex
Requirements:
5000 ore, 3000 Steel, 1000 copper, 5 GP modules from crate, 5 power cores, 5 Structure storage modules, 20 walls.
AND....
5 factory deeds.
Basically it would be 5 factories in 1. It would take up 4 lots, and have one large (1000) input hopper and equal size output hopper. You'd be able to do customized complexes (for an arch, maybe 4 structure factories and 1 equip factory, for a chef 5 food factories) It'll take less lots than individual factories, but cost more. But they'd all be in one location, with one common maintence and power deposit. Plus you'll be able to service them all from one location.
G
I'm more in tune with the All-In-One industrial complex/living quarters/showroom idea. A large building that can be used as the total crafters world. Other than going for resources or custom runs there would be no need to leave the building. Should have large storage and take upa good ammount of lots.
Or I also like the idea of workshop structures for each Master Profession. Any new structure needs to be different that whats out now so it stands out as a Masters Shop. Will help increase traffic to it by not letting it blend in to all the other houses in a city. As it is now, you run through a Player city and its like a bunch of track homes. Cookie cutter neighborhoods.
I'm ok with the lot size, I currently have 2 houses that take up 4 lots and gives me 300 storage. With this structure, I wouldn't lose anything and actually gain 100 storage.
I don't agree with the 1 size fits all complex. That would provide us with only one structure sale whereas this would provide us with multiple sale opportunities. Besides, it would also add variety which is a good thing. All housing looks too much the same.
I will again express my desire for a 'Merchant' shop as well as an additional deed ![]()
I like the idea a lot but...I would rather see them created using level 3 building&factory.
Then allow master architects to create a multi-station version (i.e all 4 crafting stations as optional components). Many crafters are multi-trade, I'm Master Artisan/Architect and Weaponsmith myself
The master building would have a common resource store, mainly because it is such a pain loading and unloading station hoppers. Allow an optionalresource database component, giving the ability to do advance sorting. At the moment we click on a resource and it shows us which slots it will fill, I want to click on a slot and filter all resources that can fill it plus have them sorted by suitabilty.
It's bad enough that we have to gather so many resources but then I end up spending hours trying to decide which1 of the 75 possible resources is the best to use.
I wouldn't care if some components were quest based, if it used 6 slots, 10 million resources and my first born child.
make it a modification off of an exisitng house model.
Normal houses have a module for a crafter kit (as previously mentioned by someone else). The larger the house the larger the number of kits it can take. That way its still a house but now its got built in stations that don't take from the internal item count and it can still be used as a storage/living/display/shopping area.
Sorta like a powerup for a house.
Otherwise, its a fine idea.
G
Great idea, Dvnce! I love it. The only thing I would change when presenting it to devs, is just keep it in line with space limitations on other houses. (i.e. 75 per lot, max 250)
Then... as a separate issue, hit them with increases to the item storage in houses (75 per lot, 375 max would be a huge improvement).