Architect Archive

Thread: Proposed Solutions for Architect Decay

Scortch
Sat Sep 27, 2003 12:32 am
#79

You take away redeeding and you will royally piss off the entire player base. Do you really want them pissed off at you? They add that and I personally will make sure everyone knows who suggested that idea.


Taking away redeeding ability is stupid and dangerous. SOE already has us bending over as it is, they don't need ideas from crazy people making it even worst.


Scortch
Sat Sep 27, 2003 12:37 am
#80

You take away redeeding and you will royally piss off the entire player base. Do you really want them pissed off at you? They add that and I personally will make sure everyone knows who suggested that idea.


Taking away redeeding ability is stupid and dangerous. SOE already has us bending over as it is, they don't need ideas from crazy people making it even worst.


TonPhannan
Sat Sep 27, 2003 4:25 am
#81

You will see a heavy decline in the overall market if you do not allow for redeeding. People will simply not buy houses. You won't get extra sales b/c someone wont want the concern of possibly needing to move. This is especially true if all the houses that are currently in place do not get wiped.


The only players who will continue to purchase your product and crafters and merchants. Since most of them alread y have their shops, and are loate to move them, this would only affect harvester sales. How much you want to bet that they'll just pick up enough skills to make their own? Save the Heavy and Mediums for the the really good resources when they spring up, and just make your own personal harvestors the rest of the time.


Simply, houses should decay at a slow rate. Architects should be able to craft a tool to allow them to repair a house. Otherwise, an Overt faction player in a house should make that house attackable by opposing faction members. This would also help your decay issue. Other income modifiers can include design corrections on a house: adding windows, paint or wallpaper, etc... Personally I think you should just get more attackable add-on schematics. Turrets, shield generators, etc... ANY add-on schematic would also increase the maint cost on houses too. I like the idea for a pasture of field schematic, someplace where CH's could place their pets taht they can live, but not be used anymore, as an add-on to a house - it would create a little fenced-in field next to the house, attached to it.


Really, attackable structures and slow decay are the way to go for decay,


and Add-ons and Repair kits (that only Arch's can use) and modifications are the way to go for income generators.




Rowlurorowf (AKA Bitter Rowl)
Wookiee Jack of Many Trades (Master of only 2),
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(former professor from Mrllst) Bard of Kashyyyk
"...as constructive as playerly possible... "
only player known to have been banned by a "bug"


Does anyone else wish they had one of those stress relief balls but in the likeness of Raph Koster? I would have bought the collectors edition for that.
Jatdrago
Sat Sep 27, 2003 9:25 am
#82

Here's my 2 credits.


1) Houses - After a 24 hour grace period, the owner cannot redeed without the service or possibly a product of an architect.


2) Harvestors - The best ones last for 16-20 redeeds. Quality of resources and experimentation of the components affect the number of redeeds. There would be no experimentation of the final combine.


3) Factories - The best ones can manufacture items for 2000 hours or so. Quality of resources and experimentation of the components affect the number of hours it can run. There would be no experimentation of the final combine.


4) Parts - I don't think maintenance reducing power-ups will fly. The Devs want money sinks and power sinks; maybe this type of power-up would be introduced but it would be part of a deal that increases basic maint costs. As for power-ups that boost the harvest, that sounds possible.


Also, about houses that need their power core replaced every so often: how about the only bad thing that happens is the lights go out if the power core isn't replaced?


5) Furniture - Torches and all other light sources stop functioning after one or two months. After that they are mere decorations (kinda like every light source exept torches are now).


Jathan - Installations Designer

Solen80
Sat Sep 27, 2003 9:38 am
#83

I believe Kerico has the right idea, this would make experimentation viable and the demand for our services would increase exponentially again.


Great post Kerico




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