Architect Archive
Thread: Architects should make Military Equipment (faction perks) = Renewable Revenue
So this will technically create 2 different architects. It doesn't make sense for archtiects to be able to build both rebel and imperial faction perk items. Which I think is great, there is only 1 problem. How do we enforce the faction points required?
If this can be enforced so people don't build faction perk items and sell them for 1 faction point.
What if it is like a lot system. You sell items for creds but when it builds instead of checking just lots, it also checks your faction points. Basically if Total Faction Points - Points required to build > 0 then build and Total Faction Poitns = Total Faction Points - Points required to build. Shouldn't be to hard to program in since they already have a similar system built in.
I've suggested this myself.
My suggestion was to make it a schematic that ANYONE could buy from the faction recruiter, but each schematic requires items made on the architect tree, so even if there was no further market for houses, there'd still be a market for power cores and structural modules.
Of course, making placement cost faction points too, would probably be a good idea, but you'd definately have to put the test AFTER placement, and not before, (can you imagine trying to placea headquarters on rocky ground, and losing better than half your faction points and STILL not finding a suitably flat piece of ground to put the headquarters on?)
The only reason why doing the check before hand would lower your points would be because of horrible coding. If you do just a comparitive check, ie X - Y > Z it wouldn't/shouldn't store changes to X or Y.
I think you're thinking of the coding on factories, which I think the process which it is done is just out of order, It starts to make it before it does the check which is the major problem. If it does a check before it starts to make an item you'd never run into a factory eating resources unless its just buggy like Power Core Units.
I think buying faction perk blueprints is a great idea, it will also offer different blueprints depending on your rank in the faction. I mean would you give the designs for your military base to a brand new private who just joined and wants to help build them? I think not.
I think this is a great idea that can save our profession, it can even give us a roll in battlefields, I mean we'd be the ones building the buildings used in PVP combat. It breathes new life into our profession with no forseable end anymore to me.
Lets keep this topic alive.
Simply: Take the faction perks from the npc vendor and make them buy them from us with cash. Then in order to actually use them they person must have enough faction points to spend on deploying the structure.
You could easily fit the turrets and bases on the construction skill tree.
I am opposed to requiring faction for crafters (even covert) in order to make items. We should be able to make the bases and sell them to either or both sides. The bases should require faction points to place, not to make.
After all, a weaponsmith doesn't need faction to sell his goods to participants in the GCW. Why should we?