Architect Archive
Thread: Saving the Profession Decay Solution
Everyone seems to have the conclusion that everyone is in it for the credits. Although Credits are nice, and they do help, especially when buying materials or purchasing items that you feel you need or want, it's not the only thing that drives an Architect to be an Architect. I think what we are all about, or most of us here in this thread, is about finding a way to make the Architect a more viable and self sufficient creature.
We don't ask for Ungodly amounts of credits, at least not everyone here does. We do need of course to be able to keep the upkeep on our harvesters level, and if we HAVE to purchase more resources because of demand, we need to make sure that we can afford to do that as well. We are economy driven. The less money we have, the more we need, the more we have, the more it seems some want, but don't necessarily need.
I agree, it would be nice to see the Architect a more viable creature in GCW, I think that because of our profesion we should be allowed to build some of the bases and the structures that go around them. Unlike Turrets, which in all honesty, should be ajoint venturebetween a Weaponsmith and an Architect. I think that this really needs to be pushed to make us more viable.
As for degregation of houses and other structures. Although there is a vast difference between real life and this game, some realism needs to be brought into being. Houses in real life do degrade over time, so do buildings that we consider to be factories. You call on a construction company of some sort that works in that area and have them do what is needed to repair the building, or, if it is to far gone, you need to build a new one and move your stuff to your new location. What's wrong with realism? I think, that if not all agree with having an Architect actually move your structures for you, then you are taking a chance that you will have some major problems with said structure. I don't think that it would be to horrible on the community to pay an Architect to move your stuff, if it will help keep that structure from degrading that much faster. This is not to take away from anyone else being able to re-deed and move their own properties, however, should a non Architect do it, it increases the chance for increased degrading to the components and thus, you will have to either have the damaged items fixed by an Architect, which should cost more, or have to replace that structure, which is the highest cost. Someone brought up the idea of a moving tool. The moving tool would give you a set price for moving the structure, part of that cost is directly given to the Architect for moving it, and the rest is put into the actuall cost of protecting the structure being moved. The price can only be paid by the owner of that structure. Reason being, if the tool told me that it would cost 1k credits to move something, I could tell someone it said 2k credits... It's an honesty thing ya know.
As for higher degrading items, I know that won't go over to well, and as was stated, why not just have a friend take the Architect tree up to what is needed, blah, blah, blah.. Ya know what, I think as an Architect, I can agree with his/her thoughts here.. It would actually affect us to have increased degrading of equiptment. I think that it should only happen if you choose to move the item yourself, in the form of re-deeding it. If an Architect, with a moving tool comes in, that moving tool works like redeeding, however, the cost of re-deeding is gone, and the credits and/or power you have on your structures actually stays the same, you don't lose a single credit when an Architect comes in to move your items with his moving tool, you only pay the cost of moving, nothing more. I'll break this down a little more.. You need to have approximately 1480 credits on a personal harvester to re-deed it and then move it to your new location. When you set it up, you don't have that 1480 credits on it anymore, you're lucky if you have one days worth of credits on it, so, you'll have to pay more to let it function for one day without worrying about it wearing out. This doesn't include power. HOWEVER, ask an Architect to use his moving tool, he puts it on the machine, you, the owner walk up and check the cost of moving it, the total bill comes to 250 credits, 125 for the move, 125 for the Architect, which, is reasonable and not to far out of line. If you had 1k Credits on that machine already, when the harvester is moved, you have 1k credits still on it, and it only cost you 250 credits to move it. Although an Artisian can do this, because he has the skill to produce a Personal extractor, a Novice Architect is needed, as that would be the minimum level in which to build said moving tool and have the ability to use it.
Could anyone go for this? I know, if I gave up my Architect skills I would and could. It would save me money in the short run, thus saving me more money in the long run.
Just some more fuel for the fire.
Wow you and I have hit upon the same idea. See my post at the bottom of this page:
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=14243&page=7
Basically I describe the same thing you just said, where architects gain the ability to move a house. I absolutely LOVE this idea.
I do *not* want to see outright regulation. However, I have been toying with the idea of having the system track how much was paid for resources, and as they are added to a deed it accumulates the cost so that in the end it knows how much it cost you to build the deed, and you couldn't sell it for less. It's actually not as difficult as it sounds. All rsources would carry an internal "per-unit" cost throughout their life. Energy coming out of harvesters is tagged with a per-unit cost equivalent to units output divided by maintenance used to harvest it. Harvesters do the same but also include the cost of the energy used, and all other items get tagged with the total of all resource and subcomponents in the schematic. If you bought subcomponents or resources from someone else the cost per unit is what you paid for them. The hard part really is enforcing it...it's easy with the bazaar and vendors, but how do you limit direct trades? It gets hairy pretty fast.
I like the idea of houses not being relocateable.
I also think the factories wearing out after a certain amount of uses is a good idea to. However after 1000 items made is INSANELY low. Maybe 50k or 100k then they permanently break down okay but i mean at that rate as a weaponsmith i'd be replacing factories daily.