Architect Archive

Thread: /Sign for New Structures!!!

Naufragus
Fri Apr 16, 2004 7:02 pm
#40

We need to offer a variety in housing -- even if we cant customize it and the devs create static schematics ---


We also need commerial structures.....many of the houses dont work as stores very well...plus it would be good for many professions. Craftsman could have better and even industry specific stores....politicians could better plan commercial districs...merchants could have choices aside from a cowhide tent...customers wouldnt wonder aimlessly thru settlements looking for stuff to buy since stores could be more identifiable and they could even differentiate what goods where being sold


We also need new industrial structures...possibly better harvetsors that take up 2 lots...maybe cities should need power plants..more as they get biigger....allow experimentation on all stats so we can offer a variety of products...ie makeing a harvestor take less power or maintence..definatly warehouses


many structures already have art and are in the game.....The area on the outskirts of Anchorhead has several great commercial structures....one is the perfect shop --why it IS a shop -- and the little round one is the perfect style for a warerhouse and then there is the tri level home with the elevator....taht one could be so versitle...the 1st floor could be your shop...the second your "living area" and the third crafting and storage...


As this game matures more and more there will be less and less for us to make and sell.we need new items to make customers want to buy again

cnlfailure
Sun Apr 18, 2004 2:31 am
#41

For all the good it'll do...


/sign






[..Faisan Gant..]
[..City Mayor, Atonement Valley, Lok..]
[..The Grey Agency..]


gmore
Sun Apr 18, 2004 4:00 am
#42

/sign
Killer6
Sun Apr 18, 2004 5:58 pm
#43

/sign


Any new buildings would be good in my eyes, maybe just a different layout like the statue variation we can do on the gungan head statue for buildings, also colouring items and stuff but meh, any additions to architect would be great.





Master Architect 139 -4728, Tatooine
Ahazi
soulhunterst
Mon Apr 19, 2004 9:51 am
#44

/SIGN
Sumus
Mon Apr 19, 2004 10:57 am
#45

/sign



Give me a shop where people can walk by look in the windows and see what I have for sale.





N

nakirush
Tue Apr 20, 2004 9:23 am
#46

/sign



Even though I'm not an architect, more buildings needed. If there arn't already hotels for player cities, give them to us.


Orlaith
Tue Apr 20, 2004 3:34 pm
#47

/sign Need pavement slabs.



Orlaith O'Fianna

Master Medic - Master Doctor - Undecided

LSO

Standardlager
Wed Apr 21, 2004 7:22 am
#48

/sign


Not only NEW structures, Furniture coloring abilities among OTHER things.


DE thought they had it bad. look at us now.





Boondizzle/Saxamaphone/Shogun/Slayre/Phu/Phu-
Mozzman
Wed Apr 21, 2004 8:14 am
#49

/sign /sign /sign



~Mozzer~
Pre-CU Jedi/ United Anarchy


"I'm not laughing at you... I'm laughing with him"
marsala
Thu Apr 22, 2004 12:07 pm
#50

have new color template to. how come armorsmiths can have a ton of colors to chose from but not for furniture.



Marsala
-Noob-

DarK
Fri Apr 23, 2004 2:38 am
#51

/sign



Derana Shi'har - Master Artisan/Master Architect/Master Teras Kasi/Novice Politician, Chimaera


AzidarNath
Sat Apr 24, 2004 3:50 pm
#52

[Posted in another thread but bears repeating here]


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.





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Korbyn Daxx
Master Shipwright
Daxx Shipyards, 200m East of Rebel Outpost on Rori, Bria.
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