Architect Archive
Thread: The Galactic Civil War: An Architect's Role!
Strangely enough, for some reason "Animal Crossing" comes to mind when it comes to houses...
this is a great idea.. and the devs needs to see it.. i was thinking about something like this too..
this would keep a good nice money flow for the architect.. (PA orders 5 turrets from me, 5 turrets gets destroyed 5 days later because of a rebel/imp raid, PA leader contact me again for some more turrets)
good post
Now for a dash of reality folks.
The devs already have factional hqs and turrets completely planned out and they don't include architects.
Get yourselves over to this thread: http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=17705and make some noise.
All the ideas here are nice and pretty, but here we are redesigning stuff that is already being developed as we speak. You know they are not going to change those plans for us. We need to get some dev commitment right now or we never will be involved in this.
The Architect needs something also to be usefull in grp or wars.
Yes, we can build tons of things but atm the problem is that a satisfied customer will never comeback and buy again from you if he dosn't destroy the item you crafted. It holds for ever. So we need a decay or something else to be usefull in longer terms.
Yes, we like to craft, but we also should have a chance to be usefull in groups. Most of us are bad fighter because we spend a lot of our points in crafting skills. What would make us usefull in a grp? We should be able to add some damage power to groups also. Would it not be cool if we could build up some turret only usuable by architects? Or building a backline with some defenens wall?
hmmm, I like the idea as well for adding war structures and salvage and such... but i think it should be factional based or at least allow factions to shoot at neutrals who supply the other side... otherwise all architects would be neutral and get the benefits and never have any of the draw backs of being a factional.
if on the other hand architects could repair facilites in battle -even neutrals- and when you fix structures as a neutral you gain a temp flag for the side that you helped. then you could be killed but still could sell to either side and work for either side as a profiteer.
plus i think if architects are factional the items they can create are different for each side... art and stat wise. and neutrals could still build stuff just not as focused of items. they could build turrets but they would be a generic vs a factional item. so you could have like a energy turret from neutrals, ion turrets from rebels, kinetic turrets from imperial.
i don't know , just thowing these ideas out to see what you all think!
AzidarNath wrote:Adune,
Well thought out. Great idea.
Go put in an application at SoE. They need you.
Woo! Then I could work long hours, with low pay, for people that hate me. Yessssss!
My take on this whole idea is overall: Excellent Idea! Although I would not agree with all of it 100%, I must say, this is the BEST idea extension for the soon to die profession of Architect. In a real world, we cannot ever be without architects. In Star Wars, it is the same.
I remember reading some time ago, that SOE had in the works, the building, selling, and owning of starships in the making! My suggestion would be to give this ability to the Architects (not Bio-Engineers or others)...it is the Architect that will need and extended use in the game if the profession is to last long term.
Other than my above suggestion, I love this idea presented here to save the profession of Architect. Kudos to the thinker!
Sincerely,
grandladylove
Char: Brandie Acres; Station: Scylla
I like the idea. However, there is a problem. Structures would be very vulnerable without their owners to help in the defense. If I was in a european imperial PA (which is the case) it would be easy for me to organize an attack early in the evening (with all US sleeping) to any rebel city and destroy every single house, PA Hall, factory, etc. Can you imagine loggin into the game and discovering that the city that took you 2 months to build has completely dissapeared?
As to Faction Architects Vs. Nuetral--
There could be General combat buildings that anyone could make-- bridges, sandbag defensive walls, Barbed Wire Barricades(cause wounds to cross) lighter turret types that mount standard weaponry,Area Lighting,perhaps even a series of prefab insta-huts for use as semi-permanant feild hospitals and such, same as factioned versions, only less armor and HP. This is the stuff that smuggler outposts and crimelords build their lairs out of in the absense of serious military infrastructure.
Rebel Forces could get faction schematics for- Trenches (annoying to PC's, but should stop ATST's), Underground Bunkers, Concrete and Durasteel defensive walls, Heavy turrets, automated light turrets, Tunnels (with hidden exits, entrance only within a certain distance from allied building, exit not within certain distance of enemy structure, various lengths, same rules as walls--could be attacked and collapsed if discovered, connect if placed near another exit)
Imperial forces could get faction schematics for Manned NPC Guard towers(empire has more people), Above ground Bunkers, Durasteel walls(cheaper than Rebel version),ATST hanger- causes 2 NPC ATST's to patrol the area, takes12 hours to spawn a new one if one is killed.
Bothsides might get-- Feild Shuttleport (allows ride out, but not incoming),Flat Ground (large bulldozed area that is no longer hilly, full of vegetation etc... degrades in a few days), Feild Clinic (bonus for healing, requires High Tech Feild Base from ranger), Alarmed Perimeter Fences (can be defeated by Slicing).