Architect Archive

Thread: On Going New Structure Idea Thread..

Varish
Tue Jun 01, 2004 9:34 am
#66

Smelting/Alloying Plants


Allowing players to purify resources at the expense of quantity and/or create alloys from different resources. Mix 1000 units of CD 900 /SR 100 copper with 1000 units of CD 100 /SR 900 steel to get 2000 units of alloy (unique id as with any player craftered component) with SR/CD 500. Experimentation can allow the various characteristics to be upgraded. Alternatively purify 100k of Desh Copper experimentation to increase characteristics and/or decrease the amount of resources lost during the process.


Building repair deeds/contracts


I can't pay 10k maintenance to my weapons and armour and have them magically repaired, so why does that work with houses are people superglueing credits to the walls to repair the structure? I would like to see either a repair deed created and sold by architects or receive a percentage of the maintenance paid on a building that I have crafted (Town treasuries get money for people using their shuttleports, merchants receive remote payment for people entering their shops and buying their goods. Why don't we get a slice of the cake?)

GogoDodo
Wed Jun 02, 2004 9:22 am
#67

On gardens around houses:


option A: During creation of the house, there are add on modules (optional) in which droid chassis, vehicles, or mini gardens can be placed. The larger the house, the more add on modules allowed. The modules add to the total maintence of the house but not to the lots it takes up. When the house is placed the module items appear outside the house but within its footprint. The owner of the house could then call up an over head shot of the house and place the modules around it (within the footprint).


Option B: Attachments to a house. Sold seperatly from a house, these architect crafted items are added to the exterior of a house thru the structure management terminal, Size affects the number of attachements and they must be placed within the footprint. Attachments also affect maintence cost.



Other Ideas:


Allow houses to be 'hooked' together to form a strip mall, a small coal-de-sac, or a courtyard/square.

How bout pavilions

Casinos

Piles of junk

NPCs


G




Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
MasterGuiJan
Thu Jun 03, 2004 1:15 pm
#68

Cantina
We need one or two more floorplans for Cantinas. I think we should have one floorplan that is unique to the Generic (all Planets) design, and maybe a third floorplan that is only available to Corellia or Naboo and their associated planets. This one design is not only boring, the Floorplan itself totally sucks.


Shop
This could probably be handled by adding one additional Small House floorplan and one additional Medium House floorplan that have floorplans designed to be Player Shops. The current house floorplans are so NOT like a shop. Maybe having the Medium Shop include a "backyard" that is outdside, but you can drop items as if it were indoors, like Watto's junkyard. (there has to be someway this would be possible)


Tatooine Compound

I would love to see a Large House floorplan similar to the Lar's Homestead, where the house is underground, with a central pit that is an outdoor area.


Post Office

This would be a great place for Smugglers/Couriers to be able to drop off deliveries for players. They could enable it so that anyone can go into a Post Office and leave an item for another character by simply entering the recipients name. That recipient would get a mail message that he/she has a delivery waiting to be picked up, and what location it is at. The can then go to that location and pick up their parcel. This could be a Player building, or the Devs could simply add this to existing non-Player cities, either way I think this would make a Smuggler a much more useful profession.



_________________________________________

Gui-Jan Itor
Senate President - Avian Technology and Trade
Master Architect
Master Merchant
Master ShipWright
Dark Lord of the Quiche
Artistan
Thu Jun 03, 2004 1:18 pm
#69

Cities:


Apartments:


I for one am annoyed by how many houses I have sprawling through my city, and I'm sure I'm not the only one. Apartments could use Corellian Skyscraper models and Underground Housing from Tat. Not sure what could be done for Naboo yet. Apartments would consist of a decorated lobby and an elevator with a rent terminal. Rent terminal would act like the Bestine Curator and give you a key for XXX credits, settable by building owner. This key would act like ticket to corevette,but not be consumable.After your rent (mant) runs out on the rent terminal thekey disappears. Not surewhat would happen to your stuff, need input.Anyway, the elevator would take you to your floor, which would be a generic looking hallway (KOTOR style) with doors on the side for Corellian, and Bestine Museum Basement style for Tat houses. Not sure about Naboo since I'm hardly there. You would select your room door and enter into your instanced room, which acts as a normal house. This would minimize cluttered cities, but how would it cut into your profits? Most player cities seem to have at least 1 arch anyway who can make all the small houses they need, and since it ony works in cities it wouln't kill the house market, as houses would still be needed for large scale storage.



Walls:


Cities, especially on harder planets look rediculous without walls around them. Buildable walls would help with city defense, make the city look nicer, and help organize different areas.( compounds anyone?). Walls should take some ore and metals and be placeable with no limits, but take a long time to put up to prevent exploiting.They should have A: Incredible capacity for taking damage, or B, be unattackable.


Gates:


Gates would come in two sizes, gates and gatehouses. Gates would be planetary specific arches as seen in cities and serve mainly as a chokepoint. Gates would be unattackable. A gatehouse would be a large gate with a powerful forcefield, weaker than walls but capable of recharging under fire. Gates would automatically put up their shield when a enemy faction member walked into a certain radius and was overt or teffed by the gate. Also, it would be nice if we could manually raise and lower the shield to allow for people to exit or enter a city under siege. If we could build bases in cities then walls, gates and towers could be used to defend them more effectively, leading to large battles and a significant advatage for the well prepared defender.



Other things that I just don't have the energy for right now:


Landing fields/City starports


Modular buildings ( or at least let use link them together)


Turrets on towers for city defense


Pavement








- I support keeping & balancing the current combat system You can too
blackgunz
Thu Jun 03, 2004 3:13 pm
#70

This is what i think would be a cool idea



Seciruty droid control centers, that would shoot players onsight if they were "disturbing the peace" and they search for contraband (give smugglers a little chalange ) but these droids could be destroied, or reprogramed by droid engineers (or possiably smugglers), and master smugglers could do a "computer virus" on the center termnal, to deactivate all the security droids for the city either for 1 day, or forever till fixed by a mde





Velak -Owns Ujio' =| Tymei - Owns O'reilly
Llamasr - Owns O'reillyMel'ody - Owns O'reilly
Alosha - Vaksai Pilot and owns O'reillyXinc Zillippo - ><>
Ty'ber Zann - Crimelord, and really does own O'reilly O'reilly, Ya'reilly - No wai!


Artistan
Sat Jun 05, 2004 12:16 am
#71

Droid control costing credits to mantain, but powerful rebel/imperial trooper npcs for fps.



- I support keeping & balancing the current combat system You can too
ColForbin13thIr
Sat Jun 05, 2004 4:56 am
#72

Master Arch since 3 weeks after launch.

Business was great back before everyone had all their houses, harvs, factories, etc. Now that people have bought all their structures, there is no business to speak of. I am an architect. I design and build structures. I do not build candles and lamps, that is the role of an interior designer.

The only way to stimulate the architect business in a way that will be perpetual is to give us the ability to build the structures used to fight the GCW because they will be destroyed, necessitating recurring purchases.

I like many of the ideas in this thread, but most are permanent structures that will not require ongoing purchases.

There are numerous factional installations in the game which are not offered by factional recruiters for purchase. Many of them are random spawns in the world, like towers and small bases. Give architects the schematics to craft some of these installations. Give architects the ability to make defensive fortificatins that can be destroyed as part of the GCW. This will both stimulate the GCW by giving players something to place which dosen't cost an obscene amount of faction points, and it will provide architecets with a source of renewable income. Turrets come to mind as well.
Bathtub2007
Sat Jun 05, 2004 9:40 pm
#73

Guys i saw this in an ealier post and i liked it


Having house add-ons that are just like a little bubble to add to the side or top of your house


Having like a mall room with pre-built counters to put all your vendors in


And some other add-ons that i can't remember


I would also like to see this thing that somebody called the "portable starport" caz i was watching episode 1 again and i saw darth maul lan in this secluded area to send off his droids..... i think that the devs sohuld at least put in something new for the archs with-in the next 2 or 3 patches.





THE NAME IS CONSOL, BATHTUBB CONSOL (A.K.A Professional CSR-Chrisg Bugger)
Will update with new resource vendor location sometime whenever
Bathtub2007
Sat Jun 05, 2004 9:50 pm
#74

Another idea....


Having somewhat of a big build that can hold up to 4 factories all on one building..... have th factoire take up no space and have the building at say 5 lots.... this way you can have all your factoire all in one palce





THE NAME IS CONSOL, BATHTUBB CONSOL (A.K.A Professional CSR-Chrisg Bugger)
Will update with new resource vendor location sometime whenever
Velisimner
Sun Jun 06, 2004 2:28 am
#75

To the guy who said "iam an architect,i make buildings" and then cries about them being permanent.


as a consumer i got to johhny good boy, architect. i ask him to build me a home. he says sure and gives me a price i pay him and my house gets built. its highly unlikely that i'll need him to build me another home. architects cry about not having money, iknow tonnes of architects that are richer than anyone in the game. aye, it may be difficult for the devs to keep architects "entertained"and of course down the road eventually everyone will have all the structures they need and architects will be useless, well 'cept for building ships and furniture.


needless to say for the time being architects are needed. especially with these new and some kik ass ideas.


  • Warehouses, killer for crafters, tho if crafters create too much the will saturate the market.

  • Post office, wicked idea that hinders on the "more play. more pay" motive.

  • apartments, wether in player cities or static cities, these should only cost maintenence fees or rent if you will, and cost no lots to the player. you could have diff types of apartments with corresponding fees. i dunno about you but i'd love to have a penthouse suite in Nashal over looking the city and i would be so happy to have those extra 2 lots for mining.

someone posted that architects should control alot of the mining if not all. and i think thats ludacris because an architect does even need surveying to be an architect. re world example...


architects gets materials from supply so profession wise


miner > delivers materials to > architect whomakes things.


personnaly i would like to see somthing of a miner profession branched off of surveying however the "miner" skill shouldnt require a million points ofsurveying xp to attain master. you gotta remember that there are other crafters that need to mine too. a miner profession would bring closer crafters and surveyors it would also be good for consumers and the economy really as this would hopefully anyway lower prices. lower the price of the material lower the price of the product. its really rediculous that some resources go for 10-40 credits per unit. liek say weapon smith makes uber weapon at an uber cost but cannot get an uber selling price for the final product. gah thats a talk for another thread i think.


oh yae i know what i was thinkin now. architects build cities, esentially anyways, now i dont know if this could be implemented but i am envisiong a "City Editor" sorta like Sim city where you can build roads and **edit**. but in SWG you could put in bridges you could have custom gardens, and not just some wired outta place blocks of gardens. you could have city walls and stair cases and multi leveled cities that flow.


lastly, sorry about the rambling...


the guild halls wit the trainers inside seem to me like they just dont fit you know? its liek they made this building and had to give it a purpose of to make the city seem like a city when really these guildhalls are useless, i didnt know there was a museum in Bestine until the bestine revamp. LOL i'd rather see a building i cant go into b/c im just wasting my time when theres nothign to do anyways, or wait i could burn credits on those **edit**ty gambling games. liek how a bout a musuem that has a sign saying "hey look im a musuem come check me out. also musuems should have stuff thats not common place or realated to things common ie rugs and diff type of plants and lights. how about a musuem of ancient jedi stuff ( i know maybe vader destroyed em ) but i wouldlove to go intoa building and see something like "The shroud of the sith" or some somethign liek the rosetta stone and you can get a parchment on some god fosaken quest and have it translated and you can learn about the past and stuff or like the whole RIS armor, it was like a legend or something. lol some legend i have yet to see a set of RIS armor on Flurry. i dunno these types of games are alot about content jsut in the fact that your in a "living world" then it puts eral people in it whose annals throught this worlds history arent taken down and recorded at least not by the game you know. playing in this game you leave no mark on it. oooh i got a badge sayign the rebellion thinks im kewl. some mark, i just wish there was something i could do in game that even after if ever i quit (again) that people could remember me nto only for our interaction but my interaction with the "in-game world"


hoy **edit** what a schpiel!






Valomir Velisimner | mercenary

Cyrik70
Sun Jun 06, 2004 6:55 am
#76

I fully agree with the Warehouse idea. Something that can store lots of items. and by lots, i mean LOTS 500 ish. Simpler if they just recoded the capacity of the current structures, but eh.



Not sure where I could place my other idea, but might as well but it here so the best can also discuss it. This is supposed to be a high tech environment. Why not get it so that we can link our factories together, ie network them, to run off of 1 schematic? Place 1 schematic in a factory that you control, IE on your lots, linked to other same type factories on your lots, and have it run off that 1 schematic?



Just my two scents.



But, a warehouse would be so much more convienient. esp with that size storage capacity. ...make it look something like the current structure factory, minus the crane, with a few tweaks.



Aotohoo Ekoth


Master Doctor/Master Architech Theed, Wanderhome


Muole E'Koth


Apprentice and soon to be master Architech. Merchant, Artisan, dabbler in tailoring.





Aotohoo Ekoth
Rebel Ace
Prowd owner of a RoTJ Rebel Commando helmet
Wright_left
Sun Jun 06, 2004 10:55 pm
#77

I think the harvestor platform would be the best source of income at the moment. That and gcw items. And it doesn't seem too hard to program. I'm sure they'll tell us it is, but camps and lairs already do this. I loved the idea of having five or six different types too. Really give us something to sell.


I think everyone would crap their pants if architects accually got to design schems. That would be the bee's knees. (Whatever that means) I've been thinking about that same thing accually, those the really long post really detailed it for me. An architect can dream can't he.


I also like the idea of architects getting into the mining sene more.


Man, there are so many possibilities with this profession I'm just flabbergasted. Too bad the devs don't seem to be too god at their jobs.
eaglewing1
Mon Jun 07, 2004 3:43 am
#78


Well my ideal buildings would be the following



Player Spaceports - I get sick of taking the shuttle


Recycling Plant - So you could reclaim some resources (Not talking about holo grinders)


Post Office - I am sick of having to send one of my charectors to a different planet to drop something off


Warehouse Storage - Yup for archetect a must


Player Gardens -


A few more houses - rather than generic houses - have planet specific


Shopping Mall - (This could be based in a NPC city and players rent a shop in it , (this could clear up a lot of the shops etc outside citys .


I think thats about it





Master Merchant
Master Archetect
Master Artisan

Alt : Muppeteater
TKM/Ranger
Page 6 of 17