Architect Archive

Thread: LONG Major Game Revamp Ideas to improve Architects and SWG. (updated weekly) 09-08-03

Cyberthugg
Mon Sep 08, 2003 2:52 pm
#1

Once a week I will post a list of my suggestions and ideas. If you have additional ideas post them. If i like them I will add them to my list. I have given serious thought to each of the ideas listed here so unless you come up with a very valid reason why something has no possibility of working (other than its too hard the devs wont do it and such) It will stay in the list. You may not like the idea or you may not think that it is feasable but unless the idea simply cannot possible work I will keep it.


Keep in mind these are not all my ideas. Just ideas I have come up with or picked up from other peoples posts. I credit the whole board with helping me create this idea list.


THIS IS NOT A BUG LIST I KEEP THOSE SEPARATE


Also all these ideas are interrelated please refrain from dismissing an idea until you have read the whole post as while there maybe an idea that sounds bad or wont work on its own, the following ideas will make it more agreeable.


DISCLAIMER:


First I am aware of how difficult these changes will be to make.


Second I am aware of how unlikely the devs are to make such sweeping changes.


Third I am aware of the importance of fixing the bugs. (I already have a large post about them.)


Fourth I am aware that this post is freakin long. Sorry I don't cater to the MTV generation with 8 second attention spans. My posts are IN-DEPTH and I intend to keep them that way. If that thins the herd a bit, fine by me.


So please no the devs wont, or thats to hard or you should focus on bugs, etc... replies.


I will only address comments that can prove that any or all of these suggestions will not work in any realm of possibility. (It does not mean I won't respond to negative replies but I won't address them.)


END DISCLAIMER:


I. Lots(Major Changes)


A. Limit Starting lots to 0 for all players. Lots are earned based on level of profession or amount of skill points spent. The number of structures a player may own may also be limited.(UPDATED)


1. Residential(Personal) - Limit 1 structure. Lots earned 1-10 based on overall used skill points. Earn ability to place second structure once all points have been spent. Inventory space 50 per lot. Vender limit 1 per structure. Droid limit 1 per structure. Location limits 1k from any established city.(Note PA halls are included in this)


2. Residential(City) -No structure limit. Lots earned 1 per person in PA. Inventory space 75 per structure. Droid limit 1 per structure. location limits 1k from any established city.(exception a city you are a declared resident in.)


3. Commericial(Retail) -No Structure limit. Lots earned 0-10 based on skill line in merchant profession. Inventory space75 per lot. Vender limit 1 per lot. Droid limit 1 per structure. Location limits 1k from any established city.


4. Commercial(Healing) - No structure limit. Lots earned 0-10 based on skill points spent in healing professions. Inventory space 50 per lot. Vender limit 1 per structure. Droid limit 1 per lot. Location limits 1k from any established city.


5. Commericial(Entertainment) - No structure limit. Lots earned 0-10 based on skill points spent in entertainment professions. Inventory space 50 per lot. Vender limit 1 per structure. Droid limit 1 per lot. Location limits 1k from any established city.


6. Industrial(Mining) -No structure limit. Lots earned 0-10 based on skill line in mining profession. Inventory space0(though hoppers still act as normal). Droid limit 1 per structure. Location limits 2k from any established city.


7. Industrial(Factory) - Limit 1 structure. Lots earned 0-10 based on skill points spent in any crafting profession. Inventory space 25 per lot(though hoppers still act as normal) Droid limit 1 per lot. Location limits 2k from any established city.


8. Industrial(Farming) -No structure limit. Lots earned 0-10 based on skill line in agricultural profession. Inventory space 0(though hoppers still act as normal.) Droid limit 1 per structure. Location limits 2k from any established city.


9. Military - No structure limit. Lots earned 1-10 based on skill points spent in any combat profession. Inventory space 50 per lot.(Each structure will also be able to hold a number of support structures and there will be a resource hopper to allow the use of resources to maintain the structure and its substructures.) NPC limit 5 per lot. Location limits. (Non-squad leaders PA bases only. Squad leaders can place in Battlefields.)


II.Structure Design.


A. Allow house interiors to be designed by the architect instead of the cookie cutter design. Require an entry hall to allow the game time to render the interior before the player can see it.


C. More variety on the exterior. (I'm sure this is already in the works.)


D. Allow use of named deeds on similar planets. IE Corellia on Talus, Naboo on Rori etc...


III. Automation.


A. Allow Automatic Debit from bank acct OPTION. This would place 1 days worth maintenance into Structures each day. It is up to the player to keep his bank acct full. Allow the ability to split maintenance costs when owned by multiple people so the automatic payment would take the appropriate amount out of each person acct.. I can do a bank to bank transfer from my datapad to another player who atm may not even exist yet i cant have money automatically withdrawn from my bank acct to put into structures?


B. Automatic Power distribution from power generator structures to other structures that require power. (Can setup this up so it only works on structures within a certain radius of the power source.) Havn't the devs ever heard of extension cords?


C. Automatic Email on Structure status changes. IE Resource Depletion, Maintenance Depletion etc...


D. Ability to remote operate structures such as harvestors through the data pad.


E. Allow specific line of droids to manage all structures including removing resources from full structures and placing them in your bank. (I know about the whole "if you place a harvestor in the woods and nobody is there to see it does it actually exist" thing)(these droids could be made to work with the same system ... they are not really there unless somebody is there to see them.)


F. Allow scheduled or automated shutdown at set times or on certain conditions. IE to save maintenance/decay I might run my harvestors only 16 hours a day as opposed to always on. (some think this is not necessary. Hey I might be short on cash one day and due to RL obligations will be unable to make enough credits to pay the maintenance. with this system I would be able to slow/stop the fees while I attend to the RL and then return without being penalized for having RL problems.)


IV. Administration.


A. Allow various levels of administration within a structure from general access to drop/pickup to redeed access.


B. Ability to set access levels to various levels/rooms. (IE: being able to lock the lift so only certain people can use it to get to the basement however the general public can freely access the main area.)


C. Automatically refund credits to persons who for whatever reason are banned from your structure who have made a purchase but not yet retrieved it. Provide a warning message to the person doing the banning that the target has an outstanding purchase. Or if you ban them the item(s) gets sent to the nearest bazaar with an email notifying them of this.


V. Maintenance.


A. Allow the removal of power/credits from structures. currently it keeps them stored during redeed which is an improvement but I'd still like the ability to remove them.(UPDATED)


B. Allow droid engineers to create a module or line of maintenance droids that can be used to reduce maintenance costs of structures they are assigned to maintain.


C. Do not charge maintenance during server downtime, lockup or extended loading periods. (power is not charged so why is maintenance?)(I know technically why, I just think its stupid and lazy.)


D. Do not charge maintenance on extractors that are not running. (However place a time limit that extractors may be left not operating before they are removed from game. IE 3 days.) (I understand the need to prevent people abandoning extractors but with the current lot limit size how prevelant is this problem?)


E. Reduce the maintenance fees on general decay for extractors. However add fee multipliers to extractors that suffer critical failures as explained under section F.


F. Re-add the ability for extractors to function under 100% maintenance. (However not only reduce efficiency, but also allow for a chance of critical failures that increases in severity the more decayed the extractors become. Some examples of critical failures include. Permanent Breakdown, Minor breakdown requiring repairs, Destruction of the extractor with loss of all material contained within. Security failures resulting in loss to theft of material within. etc...)


VI. Payment Plan


A. Create a new trade system that allows payment systems to be setup and agreed to. The options include setting the amount of the payments, the number of payments and timetable for payment. Failure to make the proper payments at the proper time opens up an option for the seller to reclaim(foreclose) the deed from the buyer. Making this optional instead of automatic allows the players to try and work things out without uprooting a player for what may have been an honest mistake. Keep in mind the seller keeps what money was already collected. that would be too hard to try and return especially if they have none to remove. Payments can be setup for direct debit from the buyers bank acct. then all they have to do is make sur ethe payment is in there.


VII. Structure Decay/Fees/Functionality(Major changes)


A. Residential Structures.(Huts1 Small2 Medium4 Large6 Mansion8 PA10 Bank4 Clone4 Shuttle6 Starport10)


1.Do not decay.(This is how it currently is.)


2. Maintenance fees changed to Property Tax. (Could also add system to where location determined the amount of tax the owner(s) must pay. This would give the devs a greater degree of control as it would allow them to determine what areas are considered good and what areas are considered bad. This can even be extended to mayors of player cities to allow them to influence where structures are built.)


3.Redeed cost as normal.(maybe balanced a bit better for the various sizes.)


4. Only 1 machine style vendor may be used and the house can never be advertised as a store.


B. Commercial Structures(Tents1 Small2 Medium4 Large6 Stripmall8 Hospital8 Cantina8 Multifunction10)


1. Do not decayhowever they only function for a set period of time dependant on the quality of materials used. After the set time has elapsed the structure ceases to function and the player has 1 week to buy a new deed and feed the deed into the structure management terminal. Once this is done the player can choose to use the new structure setup or maintain the old setup. Warning to be given for changing setup as all items will be moved into a pile in the central area of thestructure and excess items over the item limit will return to the owners inv .... items over the inv limit will vanish. Vendors will remain though they will be moved to the center of the structure.


2. Maintenance fees changed to Rental fees. (Control can be given to mayors to set the rates so they can influence where business's will setup.)


3. Vending limited by skill.


4. Redeed costs as normal.


C. Industrial Structures(Mines)


1. Onlydecay when redeeded. The amount can be affected by the presence of a maintenance droid or your particular repair skill or even the presence of a Maintenance Technicion. The amount can also be reduced by paying larger and larger amounts during the redeed process. Decay can never be eliminated but by using the techniques above you can severely reduce its impact and extend the life of your structure.


2. Functionality will decay each time it is redeeded until the owner has no choice but to replace the structure.


D. Industrial Structures(Factories)


1. Only decay when used. 1% for every 100 items made.


2. Redeed as normal(Does not reset the decay.)


D. Military structures


1. Do not decay nor do they cost maintenance.


2. They canbe damaged and possibly destroyed by opposing factions requiring repair or replacement to become functional again.


3. Repaired items are gradually reduced in efficiency each time they are repaired.


4. These items cannot be redeeded. (however I advocate a system that allow a person to setup an item walk around to view its placement and then select place and activate. as long as they dont click place and activate they can pick the item up and move it around but the item will not function until it is placed and activated.)


E. Graphics for exteriors change to match the decay of the structure. (a la sims 4)


VIII. Trading/selling.


A. Show the bloody floorplans in the details window.


C. Include decay details to prevent people from selling structures that are decayed without the buyer knowing.


D. Allow advertisements of items that sell for greater than the cap on the bazaar but not able to actually purchase the Item on the bazaar. instead clicking on details gives you location of vendor selling said item. the best bet is to make this its own catagory. This allows merchants to advertise thier wares so I don't have to run out to thier place just to find out they don't have what I'm looking for. Advertising costs 500 credits per item advertised and they are limited to 40 items total.


IX. Experimentation.


A. Overall Quality determines time before functionality ceases.(UPDATED)


B. Unit Toughness determines maintenance costs to reduce decay or to repair.


C. Decay Resistance determinesamount of decayon redeed.


X. Critical Failures.


A. During resource allocation = loss of resources for failed component only.


B. During Experimentation = minimum stats on finished item.


C. During Creation = Loss of resources only and ability to re-add the lost resources. components should never be lost.


XI. Landscaping.


A. Allow buildings to modify slightly terrain to allow more placement of buildings. (I've found several great sites for building placement but because of some tiny ditch with water in it i couldn't place the stupid thing.) (Currenlty POI's can alter terrain as can our camps why not these larger structures?)


XII. Furniture


A. Fix the many many many bugs in this line. (See my bug list post.)


B. Balance the hide requirements.


C. Allow more controlled item placement. IE Desk Lamps On Desks and such. Add move up and down commands.


D. Create more Business oriented furniture equipment. IE Cantina Furnishing. Restaraunt furnishings etc...


E. Add functionality to exisiting items. IE Droid detectors detect droids., Containers store items. etc...


XIII. Identical Components.


A. Keep the factory xp nerfed. The fact that you removed critical failure chances is good enough reason alone to use these factories. (yea yea i know it was like this in beta but i only count from day of release on ... otherwise just about every aspect of the game is considered nerfed.)


B. Remove the need to use identical components. I can see requiring similar components. copper for copper steel for steel etc...but not steel for aluminum or copper for steel etc...


C. Speed up factory production rates. There should be no reason why an automated factory is slower than hand crafting an item. However manufactured items should be of a set quality dependant on materials used in the schematic. where as hand crafted items can be greatly improved. Schematics should be more limited the higher quality they are. (IE: Amazing success combines/experimentations should limit the item to a very small run where as plain success could have very large runs.)


XIV. Harvesting


A. Lengthen the time between resource shifts to 2 weeks. And have a set day too like every other monday or something. (could even stagger the shift by resource type.)(UPDATED)


B. Remove unnatural Alloys/composites (Steel, Aluminum etc...)from the ground and increase the base resources such as Iron, Copper, Ore etc..


C. Create a process for creating Steel, Aluminum etc... and make it part of a profession (I suggest mining.)


D. Generalize the stats on mined resources. (IE: low, medium high, super etc..)Allow *miners* to experiment on resources during the refining/processing of said resource to improve purity(grade)(Refining = improving quality)(processing = making alloys/composites) 0-1000 on up to 10 different stats is so overly complicated. how about just catagories. (none, poor, low, medium, high, super, ultra)


E. Ability for well maintained structures to act as a ward for creature spawning allowing me if i keep my structures maintained at a certain level to be able to actually get to them without needing an army. Can be setup so that the amount of maintenance over the required amount improves the radius up to a maximum point. 50% over minimum = 64m 100% = 128m ... or something close to this. most dangerous creatures tend to avoide areas of humanoid activity. keep harvestors welll maintained is a form of humanoid activity. wheras lettign structures fall into disrepair shows a lack of humanoid activity prompting animals not be as cautious.The only exception to this would be in cases of extreme hunger or threat.


Continued in reply. (20k charactor limit)

Cyberthugg
Mon Sep 08, 2003 2:53 pm
#2

Continued from original post


XV. Skills/Professions.


I. Profession: Structural Engineer - Players pursuing this profession make various structures from houses to shops to factories and harvestors to large city/military buildings.


A. Requires: Engineering I-IV + 35k General Crafting XP.


B. Novice: Structural Engineer - Personal Extractor Deeds. Personal Factories Deeds. Huts/Cottages. Small vendor huts. Basic military support structures: Title - Novice Structural Engineer


C. Line 1: Residential Structures: Title - Architectual Engineer


D. Line 2: Commercial Structures: Title - Development Engineer


E. Line 3: Industrial Structures: Title - Industrial Engineer


F. Line 4: Military: Title - Combat Engineer


G. Master: Structural Engineer - Pa Halls, Starports and City based structures: Title - Master Structural Engineer


II. Profession: Artisan - Same as before with a few minor changes.


A. Change 1 - Surveying changed to Sampling and is reduced in efficiency.


B. Change 2 - All currently available structures in this line are removed from this profession and replaced with lesser structures such as disposable extractors or portable extractors. They are not as efficient as personal extractors but they are cheaper and available to those outside the mining class. Disposables cost no maintenance however only work for a set amount of time before they must be discarded. Portables work with lesser efficiency each time they are redeeded however do not cost anything to redeed.


C. Change 3 - Reduce information provided when sampling to general densities. like low medium high.


D. Change 4 - Return action/mind costs and time delays to thier previous state(or reduce them) for sampling but also reduce the yield and the time it takes to actually perform the sampling.


E. Schematics requiring advanced resources such as steel, aluminum and other processed materials should be moved to more advanced professions or setup as supplemental to the line. Ensure there is a way to advance through the artisan trade using basic resources such as iron and ore being that the processing ability to make complex resources is being restricted to the mining profession.


III. Profession: Mining Engineer - Person pursuing this profession gains the ability to locate, extract and refine raw materials into usuable resources.(Major Changes)


A. Requirements: Engineering I-IV, Sampling I-IV and Exploration I-IV + 10k General Crafting XP, 8k Sampling XP and 5k Scouting XP


B. Novice: Mining Engineer - Ability to use all extraction related structures: Title - Novice Mining Engineer


C. Line 1: Surveying - Ability to locate resource concentrations(improved from artisan related skill): Title - Surveyor


D. Line 2: Extraction - Ability to use more and more complex extractors to remove resources from the ground: Title - Prosepector


E. Line 3: Refining - Ability to improve the grade of the materials removed fromt he ground to produce better resources: Title - Refiner


F. Line 4: Process - Gives you the ability to create new composites such as steel and aluminum: Title - Mineral Processor


G: Master: Ability to create super advanced composites that give huge benefits to the crafters that make items from them.Title - Master Mining Engineer


IV. Profession: Design Engineer - Makes items for interior/exterior structural decoration. Also provides planning and items for cities and military bases.


A. Requirements: Engineering I-IV + Exploring I-IV + 10k General Crafting XP + 10K Scouting XP


B. Novice: Design Engineer - Ability to incorporate PA structures into a City or Military Base. (Requires PA's to have several required structures to determine whether they become a city or a military base.): Title - Novice Design Engineer


C. Line 1: Interior Design -furnishings and equipment: Title - Interior Decorator


D. Line 2: Terrain Design - Ability to smooth rough terrain into buildable locations: Title - Terraformer


E. Line 3: City Planning - Ability to create exterior objects relating to cities such as streets, parks ponds fountains etc..: Title - Urban Planner


F. Line 4: Military Planning - Ability to create support objects for military bases such as fences, barricades, spotlighting etc... (fences and barricades would be limited to the base ZOC and can be destroyed or removed by PA leaders.): Title - Military Planner


G. Master: Design Engineer - Ability to move PA structures around creating a city/base layout and re-placing said structures. This does require a redeeding cost per structure but allows the design engineer to redesign a city/base from the ground up. Structures that are not placed after a certain period of time return to the owner:Title - Master Design Engineer


V. Profession: Maintenance Technician - Repairs Structures, Vehicles, Weapons, Armor and Ships to extend thier durability.


A. Requirements: Engineering I-IV + 30K Repair XP.(new xp type gained when using Personal Repair Kits to repair items.)


B. Novice: Maintenance Technician - Ability to used Standard Repair Kits to fix items: Title - Novice Maintenance Technician


C. Line 1: Armor/Droids/Equipment/Weapons: Title - Equipment Repair Technician


D. Line 2: Structures: Title - ArchitectualContractor


E. Line 3: Vehicles/Ships: Title - Mechanic


F. Line 4: Juryrigging(This is what slicing currently is minus the terminals.): Title - Juryrigger


G. Master: Maintenance Technician - Gains the ability to reduce maintenance costs/decay ratesfor a set period of time on all items that require them: Title - Master Maintenance Technician.


I. Other Changes: Complete changeof Slicing and move unneeded abilities to Juryrigging.


VI. Profession: Smuggler - Same with these exceptions.(Major Chances)


A. Change 1: Slicing - Ability to slice Mission Terminals(for improved payout), Maintenance Terminals(for lessened maintenance.) PvP Structures(such as turrets to disable) and Bank Terminals(To steal money.) Slicing Mission Terminals, or Bank Terminals nets you a TEF to all Law Enforementand Bounty Hunters. PvP slicing will net you a TEF with members of opposing factions unless you are overt opposed to them already: Title - Slicer


B. Change 2: Spices are moved to a different profession probably dealing with medicines and replaced with Illegal modifications. these types of smugglers gain the ability to change ships identity, add secret compartments to hide illegal merchandise, add illegal weapons to ships and bribe customs officials.(would require addition of customs officials and a radial menu option to bribe them for smugglers. Success would allow the ship reduced docking fees and no chance of TEF for illegal cargo, while failure would result in automatic TEF: Title - Spacer


C. Change 3. The underworld title: Title - Shady Dealer.


D. Requirements: Pistol Specialist, Transport Pilot(new) + 50k Pistol Xp + 25k Piloting XP.


VII. Profession: Agricultural Engineer - allows the ability to farm and harvest mass amounts of plant and animal resources. Gains the ability to use Flora Farms, Breeder Ranches and Moisture Vaporators.


A. Requires: Engineering I-IV + Hunting I-IV + 20k Scouting XP


B. Novice: Agricultural Engineer - Personal Farm, Ranch and Logging Machinery Deeds: Title - Novice Agricultural Engineer


C. Line 1: Farming - Ability to grow and harvest vast quantities ofcrop resources such as corn, wheat, oats, etc... Also includes moisture farming: Title - Farmer


D. Line 2: Ranching - Ability to use ranches to harvest large amounts of organic animal resources from creatures such as bones, hide, meat, eggs and milk: Title - Rancher


E. Line 3: Logging - Ability to grow and harvest large areas of trees: Title - Logger


F. Line 4: Horticulture - Ability to grow and harvest large quantity of plant resources for use in medicines and spices: Title - Horticulturalist.


G. Master: Agricultural Engineer - Greatly improved methods of harvesting and such: Title - Master Agricultural Engineer


VIII. Profession: Piloting - Ability to fly various forms of spacecraft.(ADDED)


A. Requirements: None - Starter Skill.


B. Novice: Ability to pilot basic noncombat shuttles: Title - Novice Pilot.


C. Line 1: Transports: Title - Transport Pilot.


D. Line 2: Combat Craft: Title - Fighter Pilot.


E. Line 3: Capital Ships: Title - Fleet Navigator.


F. Line 4: Archaic/Unusual Ships: Title - Eccentric Pilot.


I am aware that this post would have been better suited to beta but I didn't get into beta till beta 3 and by the time i had tested enough to make these suggestions the game was already released.


FYI: I will add replys to my post from time to time as I think of new things I want to keep track of.

Subotax
Mon Sep 08, 2003 6:23 pm
#3

Automation:


Im not sure if you added this but having modules like droids could make harvestors and other structures interesting and waste less travel time, which is anti social (and contrary to the purpose of SWG). Along distance monitoring module for harvestors would be a good example, you could see if its still working and if the ressrouce has changed.

Cyberthugg
Mon Sep 08, 2003 7:56 pm
#4

Aye in the above list that is too long for most peoples attention span I do include several points for automation including droids to maintain and empty harvestors as well as automatic debit from bank accts to pay maintenance.
dorkimoe
Mon Sep 08, 2003 8:33 pm
#5

im to lazy to read it all but i found these 2 i agree with



C. Automatic Email on Structure status changes. IE Resource Depletion, Maintenance Depletion etc...


D. Ability to remote operate structures such as harvestors through the data pad.




Dont know if u said this but heavy chemicals take 14k to much ore




dOrK
If i win an auction- please email dork ingame and we will setup how to make the deal
If YOU win an auction please email me ingame ( i have to many auctions going lol)
Kaldeth
Tue Sep 09, 2003 4:09 am
#6

Nice list and a very thought out set of changes addons. One thing I am curious about tho is the following:


"IV. Profession: Design Engineer - Makes items for interior/exterior structural decoration. Also provides planning and items for cities and military bases.


A. Requirements: Engineering I-IV + Exploring I-IV + 10k General Crafting XP + 10K Scouting XP"


Why exploring I-IV and 10K Scouting XP? If the profession is design related, shouldn't one of the requirements be design? from maybe the tailor profession?


I may miss something in your post, but all in all. I liked it




********************************
Member of The Power Empire (TPE)

"Droid Invasion? More like Droid Evasion"
Cyberthugg
Tue Sep 09, 2003 8:57 am
#7

Well your making furniture and city supports as well as designing the layouts that player cities and such would follow. I'm not sure that it would really have much to do with tailoring or image design which works on body features... I do know you build stuff which needs engineering and when laying out a city you will need to scout the land(a bit of a stretch but I couldnt think of anything more suited to it.)


I could see furniture having something to do with tailoring


Cyberthugg
Tue Sep 09, 2003 8:59 am
#8

I am thinking of just making it hinge on engineering so you would need engineering I-IV + 30k General Crafting Experience.
MickeyWS
Tue Sep 09, 2003 9:18 am
#9

I do like some of these ideas, but others as worded would be the push i need to leave the game LOL



for example



xtra lots, I think that only master architects should get an xtra 2 lots. if it is given to the construction line, then you will have weaponsmiths and armorsmiths getting novice arch and those 4 boxes for more lots. This way it is exclusive to a master architect and alot of skill points are needed to get the xtra lots. (or a mining profession is offered and they receive the xtra lots)



your payment plan just sends off a Griefing warning flag to me. Depending on how it was implemented, but frankly its not like we need payment plans since we can't sell our products for more than 3 cr/resource so really this isn't an issue. I can just see all the posts about how someone reclaimed a deed someone made payments to and the person took it back because he felt like it.



redeed costs need to just not have any. I am tired of moving my harvestors to a spot that just came in and see it shift out the next day. lost 60k in 12 hours over this. Maybe a fluke that the resource shifted out so soon, maybe not but it happened. to give architects a boost I just think harvestors should destroy themselves if you try to redeed it. once a shift occurs then at least people will need new harvestors. which will make architects have a revolving income



shifting also should remain random. if it is on a set day/time then it only hurts the people who are at work during those times and they will never get a good vein because they will all be taken by the time they get home.



rental fees. I like this idea. If architects were paid rental fees for the harvestors people have then at least they would have some sort of income. if this happened then redeeding should stay normal.



crit failures on final combines should never happen to an architect. Or you just lose the final resources instead of all wall modules ect....



I would love to see us be able to make resources instead of only harvesting them.



a few changes I think should be put in.


required number of resources for a product should be cut in half. It makes no sense to use so many fricking resources as an architect.



changes to artesian missions


I think this should be based upon your skill tree not weapon.



someone with novice artesian should have to go 3k meters away from the area in order to receive payment for their missions. Why so far. novice's should not get the same payment for these missions as say a master.


surveying one, you would have to go 2.5k meters away for payment.


surveying 2, you would have to go 2k meters away for payment


surveying 3 you would have to go 1.5k meters away for payment


survey 4, you would have to go 1k meters away for payment


master artesian, you would have to go 512 m away for payment and your payments should be much higher then the others.



as it stands now someone with novice artesian (ie all those people that just take it to place harvestors) get the same payment as a master, and that makes no sense. nor does it make sense that your payment depends on what weapon you are holding.



also there should be payments for 70-90% finds. right now it just goes up to 70. this system would give the artesians a chance to make credits. frankly i am tired of being poor LOL

Cyberthugg
Tue Sep 09, 2003 9:50 am
#10

Mickey several misunderstandings


1. Nobody gets xtra lots..... they start with zero and earn lots now granted this system could allow a person to gain more lots than the current system depending on which paths they chose but they are not extra lots and no one profession gets more than any other


2. The seller cannot reclaim a deed unless the buyer MISSES a payment and even then its only optional so that the seller and buyer can work things out. It would be in an architects best interest to try an work things out because if he didnt he would soon find himself with no clients whatsever.


3. redeed costs are necessary ... the problem isnt with resource costs its with the resource shifts happening too often. I addressed that as well.


4. I see your point ... however witht he current system I still don't ever find the good spots... I think a good compromise would be to shift the day by 1 day so the shift would occur every 15 days from the last one .... then if you stagger the resource shifts to type so that each resource type shifts on a different day you will maintain enough variation to allow everyone the chance to get the good spots. could still have a random time of day too.


5. The rental fees I described applied only to commercial structures .... the fees would be taken out of game like maintenance fees are now however i suggested giving control of the fee rates to city mayors so they control development of the city.


6. that would be C. .. I prolly should have labeled it final combine instead of item creation.


7. Yesh they built a system so complex that it hinders itself.


8. I have no problem with the general amounts we use as our products are so mich bigger than every body else but the requirements are all out of whack ..... what house do you know of that has 5 walls? I am developing a structural requirement system that makes house building more realistic and would allow for my actual design ability i have been advocating ... unfortunately it nowhere near ready yet heh.


9. I completely agree on the artisan missions it is so stupid to have them based on combat skills. Just shows where the devs loyalty lies. I'll add that into my next update.


I had always not liked the aristan mission setup I like some of your ideas and will flesh out a proposal this week.


Cyberthugg
Tue Sep 09, 2003 6:05 pm
#11

I know this doesn't have anything to do with architects or crafting but this really irks me. I'll make up soemthing to bring this into thread heh.


Cloning.


A. Storing Clone Data works for a set number of deaths that you can purchase. 1k = 1 death. 2k = 2 deaths etc...


B. You can store Clone Data in as many locations as you'd like as long as your willing to pay.


C. Structural Engineer built Cloning facilities can be experimented on during creation to reduce the costs of cloning per death.


on a semi related note structures that offer pay services should not cost maintenance such as starports and cloning facilities ...as they bring in money by way of payments to use. Banks too since doing B2B transfers cost 5%.

Cyberthugg
Tue Sep 09, 2003 7:04 pm
#12

Admin addition ..... allow banning of faction types so say im a rebel i can set it up so only rebels can come into my building.


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