Architect Archive

Thread: The Construction Tree

Nocali
Fri Aug 01, 2003 12:10 am
#40

(and I realize it's good for making great sub parts, but that still doesn't make up for the fact that it does nothing for the finished product) **edit** no-edit button.



Nol
Master Architect
Flurry
Bolrus
Fri Aug 01, 2003 5:36 am
#41

How about these ideas (admittedly, not very well thought-out):


Structures should decay, at a fairly slow pace. All structures of a similar type decay at the same base rate -- get rid of the idea of "structure experimentation". Mods to decay could be tied to "usage" (i.e. access fees generated, number of items dropped, etc.)


The Construction line would allow Architects access to a variety of "building repair kits", which work like other repair kits. Different kits for different types of structures.


In addition, the Construction line would be the place to put the "increased color palettes skill bonus", just like Tailors have with their experimenation line.


So, in a nutshell, add slow decay, and the Construction line allows you to build repair kits and allows greater color customization.

MagusAlbertus
Fri Aug 01, 2003 6:47 am
#42

just put the player citty stuff there.
Jarex_2
Fri Aug 01, 2003 2:17 pm
#43

Perhaps a discount on resource cost. like 2% per box, then 2% at Master for a 10% reduction totalin resource cost. This might be hard to code the way schematics are implemented.




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Caijal
Fri Aug 01, 2003 2:39 pm
#44

Something else to keep in mind is that they're going to be implementing player cities.

Unless they plan to implement a second class for the buildings we need for this... (which would suck: Civic Engineer?) we'll be getting a lot more buildings and stuff.

I DO NOT agree that the construction line should be in any way related to an Architect's business ventures. If you want Business perks, take Merchant.
Tempest
Fri Aug 01, 2003 2:56 pm
#45






Zarcath wrote:





Shinywalrus wrote:

The construction tree should become:


Terraforming.


If they can do it with mob lairs and camps, they can make it manual for architects.






An interesting idea, but not something for us. We're Architects, not Terraformers, perhaps later an Elite profession will allow people to mold the landscape with an ability, however if something like this were added it would have to be more of an Artisan / Scout thing (Survey and Exploration).


Now if you were to suggest that Architects could make a Terraforming structure that over time would level the area around it to a flat surface, that would be acceptable.





Please stop shooting down our ideas if *WE* think it is worth bringing to the devs attention then it is your job to bring it. If I keep seeing these posts from you and im seeing quite a few I am going to ask you to step down. Your opinion is just as important as ours but not the deciding factor in whether or not something is brought to the devs.



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JMnITup
Fri Aug 01, 2003 3:17 pm
#46

"I DO NOT agree that the construction line should be in any way related to an Architect's business ventures. If you want Business perks, take Merchant. "


Yes, well, I'm master of both, and I don't really have any similiar benefits from either. Aside from lowered maintenance costs which hardly even work, I've gotten little from Merchant. Sure, the architect line is only 3/4 there, but MOST of the merchant line doesn't even work.


But it's beta, you have to expect tha... er... what? ohhhh...............




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