Architect Archive

Thread: Top 5 Candidate : Renewable Source of Income.

jol69
Mon Feb 16, 2004 1:18 pm
#53

Well, the gold rush is over, those days will never return for crafting professions. As well, the end of the hologrind soon approaches. The architect community needs to understand that the player base views the larger harvestors and houses as one time capitol investments. They will not accept any form of advanced decay, and proposals to implement such decay will be met with the harshest flames these forums have ever seen. I'll leave that there. Players accept decay on weapons/armor/clothes as this is related to their function. Structures are viewed as permanent, however. Also, players are willing to pay for luxury and convenience. An example of this is the difference between mounts and vehicles. Mounts have zero maintenance costs, while Vehicles are a money sink. Why do players prefer vehicles? They go faster, you can paint yours, and they are to a certain extent a status symbol. Keeping these factors in mind, here are my ideas for renewable sources of income for architects:


1. You can get paint kits for droids and vehicles ... perhaps we could get them for houses as well(interior and exterior).


2. Furniture needs color variation. More will be sold if this change is made. If house interiors can be painted, expect an even bigger boost to furnitute sales.


3. Harvestor powerups are a good idea, although Im not sure how feasible these are from a game mechanics standpoint.


4. If some furniture items functioned as "in-house backpacks", that is they took up 1 "house inventory slot" yet still held multiple items, there would always be a healthy market for these. There are lots of possibilities for these, especially if they are specialized. There would be gun/weapon racks, wardrobes for armor/clothes, resource shelves, and so on.


5. Far and away the best renewable income source for Architects would be to allow them to craft GCW structures. The market for turrets alone would be enormous. The advantage to GCW structures is by definition they are temporary.


6. Assuming that the Space Expansion will bring player crafted starships, and that these will require gargantuan amounts of resources, perhaps it is time to bring in a new class of "Enormous Mineral/Chemical/Gas/Flora Harvestors".




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Meplorium
Mon Feb 16, 2004 2:17 pm
#54

I would have to say no to decay.


The one think that really sales well is new items in the game. New housing types would be nice. Those would be hot sellers. Make item storage experimentable in houses. This will make people want to get a new higher item count house. GCW structures. The recruiters gives out a schematic to make a structure, the architect then makes them. Other nice thing would be limited use lootable schematics for the GCW that architects can make. More new furniture would sale well.


What we need is just new stuff in the game. It keeps are profession fresh and new and the game fresh and new.





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wornol
Tue Feb 17, 2004 1:12 am
#55

some ideas



randomly have harvesters break down and they do not work anymore



ave structures get attacked and destroyed by Swoopers or whatever group you have bad faction with.



add decay to furniture and structures, this is logical I mean does a building last forever, its just what is reasonable rate of decay that is the question


Mkappus
Tue Feb 17, 2004 1:17 am
#56

I haven't read through everyones options but here is what I think would be a good idea


1. Limited number of re-deeds per structure say 5 or 10. After that harvestor is destroyed or people can buy re-deed kits from architects to replenish the number of re-deeds.


2. Structure repair kits, as someone mentioned why should structures be able to be repaired by just putting money in them. I wish I could do that with my Krayt FWG5. Have repair kits for sale by architects. Make individual ones for homes, factories and extractors.


To go along with this structures should decay over time regardless of being fully maintained. Having zero maintenance should speed up decay. On Tatooine sandstorms should have effects on structures. On Naboo being in a swamp or humid area should wreak havoc with fusion gens....


3. Make faction structures craftable by architects. Allow us to make bases, turrets, etc. The person placing them has to have the faction points to place it. Or make it so that architects make turret foundations and base foundations. For the rest of the base they have to get it as a faction perk. Get architects involved in the GCW on some level.




Goliath
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Bandola
Tue Feb 17, 2004 4:50 am
#57

You know it has just occured to me, we don't need built in decay, we need obsolescence.
Over time an old model is replaced by a newer, improved model. Nobody has to change what they have, but if they are willing to spend the money they can just get something better.


A new house with more storage (75 items goes up to say 80, a few months later another new one with 90 and so on)
New Harvesters with 11 and 14 BER maxes or increased hopper sizesby design,
Specialist Harvesters maybe for example fpr Steel only(same for other resource types) but with higher extraction rates (maybe they can still pull other resources but only at 70% of the max).
New, faster vehicles with a speed increase of 10pct.
Maintenance could be included in this, maybe lower maintenance costs instead of other improvements for some items, the next 'new' version would then have increased maint again to offset the improvement given, this would 'balance' maintenance rather than forever reducing it until it reaches zero.
This can apply to just about everything in the structure line.


The old styles could no longer be available, resulting in a secondary market for 'used' products, like a second hand car market.


This is how things work in RL, this does not mean that anybody has to buy new, they just choose whether they want to keep up with the latest technology or stick with what they have already got.


AND NOBODY FACES DECAY in this idea.


What do you think ?






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xKhaziCx
Tue Feb 17, 2004 6:41 am
#58

My thoughts:


1) If it is implemented that a harvester would degrade after it runs low on maintenance players would simply pay more attention to when they needed to visit/upkeep thier harvs. Not really solving our problem.


2) The only viable solution that I can see is to have harvs only able to extract X number of resources, period. Make this number 5x the hopper size. This will make a harv good for roughly 5 weeks or so. Once thatlimit is reached the structure no longer harvests resources untill a repair tool is used. Make it just like a weapon repair tool.....the structure has a chance of falling apart. Thus giving architects a renewable, realistic income.
Andelos
Tue Feb 17, 2004 6:53 am
#59






Xohamz wrote:

As I am a software developer, you will hear me use terms like "code" and "reusable" etc. Essentially I am try to tell the developers when I know changes will be easy.


Here's an easy one. You know how houses and camp can be place on really hilly terrain right?


Ok, architects get a new schematic for a framework, or derrick, that can be used to put a harvester of whatever size... anywhere. Now, this thing can only be used once and is lost when the harvester is moved / destroyed. There is already code to auto-magically level terrain for house and camp placement. Reuse that code and add the framework graphics around it. We won't care if it doesn't look great, really. It would be nice to use the nice deposits that are in the mountains.


Not everyone would need these, so they would be luxury items for experienced crafters. But since they only get used once, which could be rationalized by the fact that all terrain is different, we now have a consumable.








This sounds like a good idea



Andelos Xosi
MistakenIdent
Tue Feb 17, 2004 3:31 pm
#60

I know this has probably been posted before, but my 2c worth here:


Harvesters cost to redeed. Thats all good, nice money sink



  1. A portion of this redeed cost goes to the maker of the harvester (say 10%)

  2. Each redeed takes a portion of the BER away, since you have to basicly destroy the harvester to redeed it. I'd say 1/2 a BER per redeed.

  3. Architects can create structure repair kits (limited uses) that can repair part of the BER breakdown, but not all of it. This way the end user can extend the life of his harvester for a small price but would still be forced to buy a new harvester eventually.

Definatly let us craft faction structures and furniture. I agree with what I saw earlier, there is no structure or piece of furniture in this game that a Master Architect should be unable to make.

RotorofCorRng
Sun Mar 21, 2004 10:14 am
#61

Has anyone suggested decayingcandles yet?



Err....





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