Architect Archive

Thread: Crafters Workshop.. New Structure Idea # 2.. Open Discussion

QuiJonOz
Sat May 22, 2004 3:29 pm
#27

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?





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Joyce
Mon May 24, 2004 12:29 am
#28

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).




Lorane Stormbringer
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GogoDodo
Mon May 24, 2004 10:26 am
#29


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





Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
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MentL
Mon May 24, 2004 4:00 pm
#30

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.





MentL
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Meplorium
Tue May 25, 2004 2:11 pm
#31

This is an excellent idea. As for the lot issue, if it were 4 lots and held the total 400 items, I would be very happy. To have a house were I can have all my resources in rather than spread out, would be very nice indeed.



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Galdara
Tue May 25, 2004 2:18 pm
#32

Would rather just add the small factory capabilities to my existing house. I'd never put up something that took up 4 lots....or even 3 lots. So, I'd have to say I'm not really for this idea.
Sevardos
Fri May 28, 2004 9:08 am
#33

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





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Varish
Tue Jun 01, 2004 9:06 am
#34

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.

GogoDodo
Wed Jun 02, 2004 9:36 am
#35

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





Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
MasterGuiJan
Thu Jun 03, 2004 2:03 pm
#36

I love this idea, but I think just having one floorplan/design, and having an optional slot in construction for a Factory Module that can hold any one of four different Factory Modules, for each of the different types of factories.


Other ideas would be to allow more than one factory module to be used. 0 or 1 module would make this structure a 3 lot building, and each additional module would add 1 lot to the size.


Also, the modules should have a 100 item limit in each Input Hopper, and a 100 item limit in each Output Hopper.



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LadyLeala
Thu Jun 03, 2004 2:37 pm
#37

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).





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Wright_left
Thu Jun 03, 2004 3:26 pm
#38

Couple thoughts.


While adding a crafting station slot to current houses is a good idea, that's not what we're trying to do here. We're to create unique shops, stores, resturants.


That goes along with making the shops, stores, and resturants identifable from a distance. Not a modified anything, a new something. Creating things in 3D isn't as hard as the devs would make it sound.


I think asking for different sizes would be a bit much though. 4 types times small/large would equal too much. Just the four types would be great.


Storage is another matter all together. Based on their database size restrictions. More storage would most likely lead to more items server wide. Though every would like more, this is something that may be hardware based.


The idea for a fifth "merchant" one doesn't make sense to me. I'd say the merchant tents filled that general spot. These are crafter stores/workshops.


I'd really hate to sacrifice more lots to something like this, maybe 2 lots is all people would spare. This would mean that these workshops don't need to be huge showroom/pa hall type things, but larger than a small tat. Everyone loves a basement too, when you're thinking of floorplans, and I like stairs more than elevador, though the idea of having a private elevador is nice.


Hmm. All I can think of right now.
Fonduro
Sat Jun 05, 2004 7:36 am
#39

I love the idea of a shop/workshop I could decorate as I wish. I currently have a small workshop area with a crafting station, toolbox and several bookcases labeled things like "House Schematics" and "Home Decor." I also think that archy's who work mainly on buildings might like holographic displays of some of the common floorplans in the game.


As for the exterior, the Chef shop could look a bit like the restaurant in AotC, Doctors and BEs might have a sterile appearance, Weaponsmiths/armorsmiths a military feel, and we Archies could have more of an industrial complex, maybe a bit more vertical than the others with large glass windows (might have problems if you give ability to see through windows, but a window display would be great for ANY shopkeeper)



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