Architect Archive

Thread: First New Structure Idea Voting Closed...

Kyrien
Tue Apr 27, 2004 10:18 am
#40

Dvnce,


I WOULD VOTE FOR # 01, However, I don't see them giving us a BER of 11 for a tortal resource cost of 450 units. I realize that you propose to balance this with the fact that the structure only exists for 07 days after wich they are destroyed. To me, this structure, would just appear to be a novely item.


I would propose a "Mining Terrain Leveling Rig" as follows....


1. This structure would create a level area (either like camps or a stilt structure) upon which you could place 01 heavy, 02 medium or 8 personal Harvestors of any type.


2. This structure would cost 01 lot.


4. This structure would cost little to no maintenance (less than a small house).


5. A resource cost of 500 to 1500 units (ore and Metal) and possibly include subcomponents such as Structure units.


6. No exprimentation possible or Effectiveness % would be aplied to the BER of any unit on this structur (ie a BER 10 on a "Mining Terrain Leveling Rig" experimented to 80% would be operating at BER 8).


7. This structure can not be redeed only destroyed.



I beleive this structure would have a better chance of being approved by the Dev's as it provides the benefit of mining on unlevel terrain but still conform to most of the rules governing strutures (lots / maint. etc..).


I also think that player would buy these to get to previously unreachable deposits as they would cost about 2500 to 7500 Credits depending on the Resource Requirements.


Just my 0.02c,


Kyrien
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Mkappus
Tue Apr 27, 2004 10:40 am
#41

#1

Also, the ability to place on water would be nice.

Everyone, look at the fine print:
resource cost that of a personal
BER 11

If we sell them for 3-5k each, that is less than the cost of redeeding your heavy harvestor.

The chance to place on an 80%+ vein vs a 50% vein. Someone do the math but the 80% vs 50% is a much more significant difference than BER 10 vs BER 13.



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Runninglighter
Tue Apr 27, 2004 10:43 am
#42

# 1



Axid Runninglighter
Chilastra
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Dvnce
Tue Apr 27, 2004 11:03 am
#43

Ok .. I want to say that this project Is not to fix game issues .. that is what our Top 5 Issues are for.. This Is an avenue to get creative and push for neat new structures that would be cool to add to the game..


As For the Mall.. There are reasons Why I have presented this the way I have.. 1) the more professions that you can get behind An idea will increase the chances of that idea..Making this a master merchant item will definatly get their vote.. and there are really more than enough master merchants out there.. 2) When ever we fight for fixing the storage issues on our Houses.. the Devs ALWAYS comes back with there are way too many PA halls out there.. And there are drive around and look .. PA Halls were never intended to be more than a meeting hall for PA's .. and as of now maybe 1 our of 10 are used in this manner.. Id say Half are being used as malls if not more.. Yes moving malls will be inconvienant but in the end It really would be worth while.. If we want to win the battle on storage we have to be part of solving some of the problems.. and this is a huge step.. (If you as why is it such a big deal for so many PA halls ? It has to do with the added feature programed into them for all of the PA functions.. makes each one of these rather Large in stature when it comes to database)



As For the ALL Terrain Harvester... There are reasons for some elements of this idea too.. 1) we dont want to make our current harvesters obsolete. But we do want these to sell and ( be able to be sold again) Two things will push these sales.. when a good resource is in what is now unbuildable hilly areas and When an extremely great resource hits the planet and everyone under the sun wants some.. in the first part we want the normal resource harvester to use these new ones then go back to his normal harvesters.. in the second scenario .. What happens to the normal harvesters when these Part time miners are done getting the uber resource..? they flood the market with half priced used harvesters.. well.. we solve this by giving them a 1 use cheap harverster.. 2) the seven day limit is to prevent mountains covered by static harvester feilds and to create renewable income.. The harvester will not be destroyed until the owner physical destroys it .. or it runs out of maitance and has 0 condition.. so the hoppers will still be assesable.. Most important if this were brought in we dont want to create an imbalance.. this should be great.. The benifet is temp avenue for getting hard to access resources at a cheaper cost.. the drawbackis smaller hoppers and limited lifespan..



We will do more of these presentations.. So Like I said If you arent a fan of these two then get your idea ready to present in the next session.. not everyone will like every idea that is fine.. but bottom line lets have fun with this..





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Manipulative
Tue Apr 27, 2004 11:04 am
#44

Neither!


I don't see anyone buying a 7 day harv that has to be emptied almost every day, due to the small hopper.


And how many master merchants are there? In all of the galaxies combined I bet there are only 100 (small exaggeration...possibly). I know, I used to be a master merchant (for serveral months, in fact). It's a complete waste of skill points. Does placing a mall mean there will suddenly be a rush to master merchant, then place the mall, then drop master merchant...um, yep! More exploiting is all that means.


So no, neither of these ideas are good. (Note...that doesn't mean Dvnce isn't a great correspondant...I just don't like either of these ideas.)


Now, a mall that can be owned by anyone, that would be cool. It should also be able to be placed anywhere, not just in a player city. Guild halls and Large houses are currently used for malls, which is sad. Having a retailing specific structure would be useful, and I think people would buy them. Not a huge number, but some would surely sell...for about a month. Then you'd rarely sell them, just like you rarely sell a guild hall.



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Kdr_Kane
Tue Apr 27, 2004 11:29 am
#45

I have to vote for neither AS WRITTEN.


You're never going to get them to agree to remove vendors from existing PA Halls. This has to be a natural progression of the game.


I'd rather havesingle-use rugged-terrain platforms for ALLexistingstructures. Varying sizes would be acceptable.
MrMon
Tue Apr 27, 2004 12:56 pm
#46

I vote for #1



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Peyoteboy
Tue Apr 27, 2004 1:00 pm
#47

Some folks may not like this, but if you implemented #1, made the requirement to build master Arch, and made a requirement to place it at Master Artisan. That way every tom/**edit**/harry would not be able to place them. Only people with a dedication the the crafting profession. Yes, this will exclude people who just go up one line of Artisan to get the elite skill, but its a price they pay.



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CraftDragon
Tue Apr 27, 2004 1:14 pm
#48

My vote is still for the mall. However I would like to propose an alternative to elimination of guild halls being used for malls. Make the tent footprint smaller so they can be grouped into a real farmers market setting. I have just moved to using these merchant tents and they are really cool and personal...just need them to be able to be placed more densely. I can see a large area of these grouped around a garden, with each vendor able to decorate inside to their taste, unlike the current mall where decoration is the owners thing. I can vision how a large group of tents would also be much more attractive with all the different colors also the one color of a large wall. My two cents worth....and dvnce you are doing a good job....



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Meplorium
Tue Apr 27, 2004 2:41 pm
#49

1 sounds fine as long as they come in crates.


2 would be my choice as it just sounds cool and we don't have a mall in the game. I would like that center room to be like a balcony is on houses and open up to the sky. Also have each 'room' have a sign.





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PizanDirect
Tue Apr 27, 2004 3:24 pm
#50

#2

(this point was previously made by another poster, i simply want to agree with it) Having the first one would simply destroy the market for those of us who sell mediums, and if the cost of making them is that low, the price will drop down to 3cpu or less. Please do not put them into the game. A Lot of us make our livings off selling medium harvesters.



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PadreBook
Tue Apr 27, 2004 3:51 pm
#51

I vote #1 since they would most likely screw up #2 (huge number of lots, still only holds 250 items, difficult to place, requires Master Merchant[not that many guys], etc).

Padre
PaxRomana
Tue Apr 27, 2004 4:08 pm
#52

Number 2





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