Architect Archive

Thread: New Structure...

Cafa
Thu Apr 22, 2004 7:42 am
#40






Dvnce wrote:





Sevardos wrote:


3. DIFFERENT SIZE FACTORIES
Take the current factories and allow them to be increased in speed. Similar to how there are different size of harvesters, have different size Factories and make the resource quality matter.


(a) Standard Factory: Same as current factories available now - no experimentation required. Current manufacturing speed maintained. 1 lot (2 lot for structure)


(b) Industrial Factory (Medium size). Through experimentation, you can increase manufacturing speed 50%. No change in storage capacity. Maintenance costs increase to 75. 1 lot (2 lots for structure).


(c) Enterprise Factory (Large size). Through experimentation, you can increase manufacturing speed by 100%. Storage capacity is increased by 100. Maintenance costs increase to 90. 2 lots (3 lots for structure).



Sevardos - Master Artisan, future Master Architect / Merchant
Bria





I like this idea.. If the devs wont give us the ability to experiement on factory rates... this may be the next best thing... hmmm.....



Lets keep this soley on New Structure Ideas.. I am already pushing for functional chest like furniture.. and GCW items.. Basically I want to present 1 new structure Idea that is not already game directly.. that is the goal of this project..








How come everyone wants to screw architects with the structure factories? There is no plausible reason in this game for a structure factory to take 2 lots and here's a freaking suggestion to change it to 3 lots? Amazing.


Fivo Asia



- Strength In Numbers - Loyal Subjects of the Empire
Asia Brothers Industries - Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404)
A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

Jedigeneration
Fri Apr 23, 2004 9:48 pm
#41

A Mall would be great for loads of people. I can see 'em now. Grand entrance hall with 4+ glass fronted shops on the ground floor, a double sided stairway with a further 2+ shops on the first floor. (If the owner could place a vendor anywhere you could even have some sort of food court in the hall too)


Main building maintenance to be paid by the owner obviously, with a separate management system for each shop to pay theirs. Storage for the building split between the owner's 'Furnishings' and each individual shop's displays.


AxlerTwinblade
Sat Apr 24, 2004 6:59 am
#42

Hmm how about this far a new structure:


Pavement for PVP cities.


and (dunno where else to put this one)


the ability for a Master Architech to Flatten a area reasonably so in PVP areas the cities dont have to get broken up because of a naturan ravine going through the area preventing you from building there. Or perhaps instead of flattening... just allow master Architechs the ability to place a structure on more difficult ground, he could place them and then turn them over to a new owner. this owner when then get the lot use for the structure as well as as the full responsibility of it. but it was placed where a normal player could not place it.


--axler

AzidarNath
Sat Apr 24, 2004 3:10 pm
#43

How about a completely new type of crafting ability added to the Architect?


It would work something like this:


Each box in the new crafting tree gives the architect the ability to create various types of "sections" or "modules" which can be joined together to form larger structures. Sort of like having schematics for a giant Lego set.


The architect can then craft these modules and assemble them in whichever order or shape he wishes, with the overall structure not extending past a set radius from the initial module that was placed. The radius could be increased with skill to approximate the territory occupied by a small, medium and large houseand city structures.


Each module, during the crafting process, could be assigned a "construction style" (i.e. naboo, tatooine, etc.) and could also be colored on the inside walls or assigned a different set of "skins" for the inside walls, some of them possibly crafteable by other professions and sold to the Architect as a component for the module.


The modules joined together in this manner would then have either archways or doors connecting them inside, at the architect's direction. The architect could also place sections on top of each other to create additional stories, with, let's say, a 4-story limit and possibly 10 different styles of staircases to choose from. Possibly even have a module that will connect two sections that are near each other but not touching - resulting in a causeway or other "bridge" between modules.


To avoid getting into too much hairsplitting, we're going to assume that the mechanics of this, such as which modules are capable of joining with what other modules will be worked out by the devs and function as desired.


All of this would basically be worked out initially inside of the crafting interface. Once the entire structure was completed to the architect's liking, he could whip out a schematic or a deed for placement at any time. Maybe this one building he's thinking of only requires three modules to build before kicking out a deed and another structure might require a dozen before stamping the deed.


With this type of crafting, you can now utilize people's incredible creativity to create completely unique structures, while keeping within the styles required for a particular location. The inside portion of the structure could also be different even if the outside looks the same, by changing where doors occur or staircases, or lighting effects, the color or texture of the walls (wallpaper!!), etc.


A natural extension of this type of system would be the addition of windows, alcoves, doors and the like to crafted modules, further increasing the variety in the final construction.


Module types could be square, round, rectangular, irregular-shaped, one-story ormultiple-stories in height, balconies, entryways, cuppolas, causeways, etc.


I'd say don't waste the time having the devs design new structures, have them revamp some of what we can do so WE can design the new structures.







------------------------------------------------------------
Korbyn Daxx
Master Shipwright
Daxx Shipyards, 200m East of Rebel Outpost on Rori, Bria.
------------------------------------------------------------
dyf
Sun Apr 25, 2004 5:33 am
#44

I love the Work Shop Idea, with the materials I have to store for building, there is just not enough space in a house. Also a problem I have noticed and its probley been talked about a lot before. But, if a small house stores 150 items and a large 250 items then should not a medium store 200 items and not 150 like a small. just an observation and a thought that should be questioned.
Bandola
Sun Apr 25, 2004 8:39 am
#45

The work shop idea is OK, but I would rather we had something we can sell a reasonable quantity of and that decays. We can only make about 4 workshops per architect, 1 for WS, 1 for AS, 1 for DE and 1 for ourselves. Assuming a roughly even crafter split between these that is 3 per architect for sale. Not my idea of a major breakthrough...




__________________________________________________________
Bandola Da'Gear
-RETIRED-
((The Blue Ghost))

Castoak
Sun Apr 25, 2004 2:57 pm
#46


Twoof the Biggest requests I get is for Streets and City Walls/Gates.


Having to build Houses side by side is really silly when they already have walls in the system.. Let us build them. with the walls we can incorprate towers as well. To burn some of the extra money in the game have them being rebuild/replaced instead of repaired.


With streets alot of Nice PC's want a flat lvl street to walk on, so let us be able to make the streets or at least cut the grass and lvl the ground. Again these are already in the system.


Alot of the simple things in the game people are asking for and I cant provide them with it. I will also grant that SWG is only a year old and they have done a wonderful job with the game (my 2nd life) for me (remembering EQ's2 year nothing and then half butt expantions), but little details of this game inspire people to play this game and it keeps them there...


Hats off to the Devs for the job they have done so far=)

My 2 credits worth =)





Treasure
Master Artisan // Master Architect // Master Chef// Merchant3404
StumanKadir
Sun Apr 25, 2004 10:48 pm
#47

Love all 3 ideas but not sure about the PA Hall vendor restriction.




Stuman Anikadir
Maker of stuff - on hiatis until they work out what they are doing to this game

Will be back once the Crafting Upgrade is announced
Sick of playing with kiddies, come play with the old folks, we are just as gamey as the next person

DirtDigger
Mon Apr 26, 2004 6:05 am
#48

There are some FANTASTIC ideas in this thread and I can only hope the devs are going to do something to alleviate the stagnating economy. So may of the ideas in this thread would instantly help the flagging economy.


To throw my 2c in:


Walls/Bridges/Arches -The idea being that they can be placed free-standing within a radius of an owned house.


PVP destructible buildings -Items that could be attacked/defended in RAIDS.. Now THIS would give us renewable income! (woot Bandola! - TURRETS)






<OCARSIS LOMAIN<
OCARSIS TRADING - EXOTIC Armor - Bounty Hunter, StormTrooper, RIS
Bestine, Tattooine,Bria
ü -800 -4252ü


GogoDodo
Mon Apr 26, 2004 11:03 am
#49

Storage houses


Combat Arena/Training center - Combat professions are able to practice on dummies and get short term combat buffs


Casino - Profits going to the house/City.


Mall - Shouldn't cost any lots, but requires master merchant to place (like a city hall and novice politician).


Make a museum building, with lots of long rooms and multiple floors with a nautral flow from one room to the next.



Also how bout making our garage look like an actual garage, with busted speeders in the back and NPCs working on ones inside. And speaking of NPCs how bout getting some in our cities that give missions or just move around like normal cities?


Could we also get roads? Our city has been in place since cities were released and i still have grass streets. Is cobblestone or asphalt too much to ask for?


G



Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Bumpinthedark
Mon Apr 26, 2004 7:59 pm
#50


I'm not an arch in the least but i just wanted to suggest a building that might help raise money in cities without requiring full houses to be bought.


Have an apartment complex like building with rooms that people rent from the city. This would encourage people to move into player cities without breaking bank accounts to get a house and maintain it. Obviously this would take massive resources but i think it would really attract some attention. Whats more in places like Corellia the building could be like a skyscraper and would add to the city skyline as well as allowing more people to live in the city. My biggest reluctance with cities was having to maintain my house. If all i had to do was pay a lower rent rate for a smaller space to use as storage i would be in a city on every server.


just a though from a non-Architect


DrunkenRedneck
Tue Apr 27, 2004 4:34 am
#51

Malls i could careless about really. You could do the same thing with a cantina for less lots.


What would be a huge boon for crafters, and mulitcrafters would be a simple, open wharehouse. A simple building type with and open floorplan, and higher item count. But hey, if they really wanted to remove server data glut, let our items stack to at least 100 items per crate.
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