Architect Archive
Thread: Top 5 Candidate : Renewable Source of Income.
Hey, I am glad we finally got a new correspondant yay! I have one suggestions for you and I think it is a worth while thought. I was thinking about the ever growing problem of storage especially for our profession with the amount of resouces and components needed for certain structures. I along with probably you, have many houses to store these things. So i cam up with an idea for a "warehouse" which of course would be beneficial to our profession, as a new item. However, there is a catch to it, we architects get to decide how many plots it takes up. Along with this, as the # of plots it uses increases, the storage also increase. So that 1 plot might equaly 75 and 4 might equal 300. We can say that there is a max of maybe 6 plots it can use, but i think this idea will be beneficial for our profession, and many others. Please let me know what you think in a respone thank you again for being the new correspondent and taking the time to read this
eesefeakop
master arch on bria
Griswel wrote:
Therefore, IMHO we should get some disposable items. Not a new version of every item there is, but some versions of many items, some of each class. We need to try to avoid requiring new artwork, unless the Devs have new artwork they can attach to these things.
Example - a fusion reactor that costs 40% of the resources for current reactors (about 10k vs 25k), but which only lasts 100 days (every "tick" that it is running deducts from an irrevocable timer. If need be, the BER can be a bit higher for these new, temporary fusions. When they hit zero they 1) stop working (but are not destroyed), 2) vanish after a period of time (hey, we get to use the cool 'damaged' graphics that right now are virutally never seen), and 3) cannot be redeeded, when destroyed they are gone.
Xohamz wrote:
Ok, architects get a new schematic for a framework, or derrick, that can be used to put a harvester of whatever size... anywhere. Now, this thing can only be used once and is lost when the harvester is moved / destroyed.
I LOVE these two ideas!Though I'd add to the temproary harvesteridea - not that it can be used only once, but only for a period of time after it's first placement, or for only it's allotted 'storage' capacity. I've more often than once placed a harvester only to have the resource shift on me 10 minutes later. These temporary ones could be very specific in nature, which would be why they'd be better at getting out the material. Instead of a 'mineral' miner, it would be an 'ore' miner. Just as long as they're cheaper to make so we could actually make it worth their while. Something along the lines of the X34 vehicle.
I'd add reuphostering to furniture to change color of fabrics/leather. We'd have to 'replace' the fabric portion, so there'd be added cost.
And the power-up idea isn't too shabby either. Power-up your factory and it'll go faster for a little while. We'd sell millions! Power up your harvester and it'll extract just a little more for a day/half-day, whatever. And folks are getting more instead of decaying things which everyone hates. Though I'd understand the decay if not maintained idea, I'd rather get renewable income from giving folks things rather than taking away.
Id like to touch on the subject of house and harvester decay. Having read many posts on the subject here’s my take.
Player lot based items should suffer some form of decay, BUT, it should be something that could be avoidable. Any item that requires the payment of credits to cover maintenance costs should be subject to decay. Once the maintenance pool is used up, the item begins to decay.
Simple, as it is now.
The change would be that once the player returns, and says "Dooh! my house is smoking!" and puts more money in the house's maintenance pool, the decay would stop, and the house/lot item would hold at its current decay state. To fix this decay the player would be able to visit an architect for a repair kit, or ask the arch to come out and fix it themselves.
I'd envision the lot item repair kit working more like a weapon/armor kit.
As a lot items decay increases, the performance of the item should decrease, and the maintenance cost should also increase. "So bob, how much more does it cost to keep that food factory on fire each week?"
Items that reach an absurdly high decay factor (say under 25% of their starting durability left) should be non-functional. The houses doors don’t work, the factory's hoppers are jammed closed.... You get the picture. Items that are neglected to the point of 0% durability should simple smolder out, and fall to dust.
This proposal would offer up a new market for goods, services, removed forgotten items from afk minded players, and make things more interesting in the long run.
Ender007 wrote:
Instead I think the consumable idea should be applied to the GCW. This is only natural as the devs are totally revamamping the GCW this year that WE as ARCHITECTS should be included in that revamp. Items that FIGHT and are destroyable will sell much faster than anything we have ever made. I'll add some ideas and suggestions but regardless of the specifics I think the general tack we should take is to hook ourselves into the GCW publish changes coming in the next months or we will not make the update schedule this year.
I suggest in the first pass we are given schematics to make turrets and other defensive weapons. I would also argue that the devs should add walls (destroyable or not). The trick to the walls is to have EVERY segment have a doorway so there is no worry about fully trapping people. You would be able to buy very long segments with a dooron one sideor very short segements with a door in the middle. Either way you could construct a wall around a city or faction structure such that it doesn't prevent access but does provide bottlenecks and RPing value. The other trick is that if possible these walls should be destroyable!
YES! This is the renewable income we need. Benefits:
1. It doesn't anger everyone by making them pay for repairs or replacement deeds.
2. It doesn't require us to become handymen and women instead of architects.
3. It adds cool new stuff that people will want.
4. It gives us a renewable source of income.
5. It gives architects a role in theGCW.
Ireally believe fortifications are the answer. Kill two birds with one stone!
Xohamz wrote:As I am a software developer, you will hear me use terms like "code" and "reusable" etc. Essentially I am try to tell the developers when I know changes will be easy.Here's an easy one. You know how houses and camp can be place on really hilly terrain right?Ok, architects get a new schematic for a framework, or derrick, that can be used to put a harvester of whatever size... anywhere. Now, this thing can only be used once and is lost when the harvester is moved / destroyed. There is already code to auto-magically level terrain for house and camp placement. Reuse that code and add the framework graphics around it. We won't care if it doesn't look great, really. It would be nice to use the nice deposits that are in the mountains.Not everyone would need these, so they would be luxury items for experienced crafters. But since they only get used once, which could be rationalized by the fact that all terrain is different, we now have a consumable.
This is a really awesome idea. Make these things expensive to make, too.
Chiming in.
I agree with the house repair kits, but think that their implementation time would better be focused on GCW roles and buildings. Housing, unless it becomes subject to battle, is a nowhere ticket item for renewable income. The real money is in what people use. All you naysaysers out there think harv are gonna dry up I say phewey. Harvs will continue as players rotate throughout the game. My list:
1.) GCW EVERYTHING. I find it implausible how the devs can justify ANY, and I mean ANY furniture or structure of faction origin being given by a faction recruiter. It is a slap in our face, quite frankly. My implementation wish is that players pay ME in Faction Points. For once my architect would be able to get faction without paying outrageous prices! They pay me faction, I buy the schematic, and I deliver it. I keep 10% of Faction Points and the cost for product. THERE SHOULD NOT BE A SINGLE ITEMOF FURNITURE OR STRUCTURE IN THIS GAME an architect cannot make. Obviously rebels make rebel and imps make imp. Every GCW structure made should be attackable. Also, IMHO, a faction-aligned city should be subject to building attacks. All houses and structures should have a health meter that is attackable.
a.) GARAGES. Need I say anything else? And garages should require REGULAR structure repair kits to maintain integrity. Double the amount on adventure planets.
b.) Depots. Depots are essentially drop storage where you can label admin, input rights, and output rights. My wish is that this would be implemented for output and input rights with documented settings. Also, we need a command for rights for just guild members and NOT guild members. For example, I set up a vendor in a hall and only want to sell to guild members. Under the current system I have to name EVERY OTHER GUILD on the server in myban list. There should be an wasy way to just say anyone NOT this is banned. Depots would go a long way into helping rangers, harvest groups and hunts be more efficient.
c. ) Animal Farms/Zoos. What CH doesn't want a place to park those extra 15 pets he tamed and wants to hold onto to look at in the future without filling up his datapad? (Oh and datapads, please increase those, it's obvious you can from the new POI placements). We need zoos where people can check their pets into the zoo for storage and perusal by other players. Of course, zoos require massive amounts of greens and meats to keep the animals happy on a constant basis. Unhappy animals break walls down and require the use of a structure repair kit to fix it up!
d.) Fighting Dojos. Dojo for lack of a better word. What Master TKA wouldn't like a dojo to train their students in for combat and form truely classic martial organizations? Of course, dojos take massive wear and tear from their use. Requires regular application of a structure repair kit.
e.) Log Cabins. These do not necessarily need to be log cabins. They are structures for putting almost anywhere you want. It could be Yoda's mud hut or a stilt structure in the beach. Small, 1 lot items for wilderness seclusion. Here's the hitch. Completely attackable by any agro. You guessed it! Brings lotsa structure repair kits!
PhazeDistortion wrote:
This is a bit of a repost from my response to another thread, but I'll put it here for organizational purposes...
I think one the best option for the whole decay issue is not automatically repairing damage done by lack of maintenance. I'll use harvesters as an example, but it would work for buildings too.For example, if maintenance runs out, and a harvester gets to 50%, paying the maintenance will allow the harvester to run again, but the harvesters condition will remain at 50%. It can still be redeeded, but the condition will stay the same. Then either a)implement harvester repair kits that are crafted by architects to restore the harvester to 100%, with the possibility of it being destroyed, or b) leave it so that the condition can never be repaired. As long as the maintenance is kept up, it will stay at the same %. But if maint runs out again, it will continue to degrade, and eventually need replaced. You could even have the condition affect efficiency. Makes sense to me that a heavy harvester thats only at 25% condition would not be able to extract at BER 13. Maybe drop it 1 BER for every 25% condition it loses, so at < 25%, BER 13 heavy would only operate at BER 10.
The reason I like this idea is that it will take money that players are already spending to repair damage, and put it in our pockets instead of oblivion(or the galactic maintenance commision).
Boy that looks familiar. Guess great minds think alike! ![]()
Fivo Asia
I like the idea of having conditions on bulidings/harvestors not automatically coming back up to 100% upon paying maintenance. But only a little bit.
What I like even more is the idea of more and more things being added to the game by way of schematics that crafters can make. New furniture. More styles of houses. More speeders (I know, not an architect thing, but still
). Etc. I think that is more important for keeping player interest in this game than trying to generate repeat business by implementing more planned obsolesence.
Oh yeah, COMMODITIES are important in this game, too. Very important. All the crafting classes that have a ton of repeat business have commodities to sell.
Architects to not have such commodities. So we need more of those.