Architect Archive
Thread: Request for Proffession-Specific structures
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tacwraith
Mon Oct 25, 2004 11:19 am
#1
Perhaps you could pass this along to the devs Arch. Correspondent:
It would be nice if those reaching MASTER in an elite proffession received 'certification' to use proffession-specific structures.
Give each ELITE proffession a 'certification' for 2 structures.. 1 will be a house and the other will be proffession-related.
Aka,
Master Doctor:
House: 2 Story building, luxurious looking, has its own cloning terminal that only those in the doc's house access list menu can use, comes with high quality medic-related crafting stations. Has a surgery room.
Proffession-related: None. Doctors are not field proffessions, their house doubles as a mini-hospital.
Master Combat Medic:
House: 1 story building (very wide and large to make up for not having 2 stories) that comes with high quality CM-related crafting stations, a greenhouse and bio-lab rooms.
Proffession related : BIOHAZARD TENT . CM's can deploy a 'camp' like tent where players of same faction or in group that are diseased or poisoned can go inside. Players inside these structures will have the disease/poison NOT deal damage (it will not heal the poison/disease).
Master Bio Engineer:
House: 2 story building, laboratory-looking , has rooms with cages that player can put his bio pets in, cloning lab rooms and a cold freezer room. Comes with bio-e related high quality crafting stations and most importantly, comes with built-in 'data' storage so bio-e's can save the multiple dna templates and non-tamed deed pets they create.
Proffession related: The only 'field' job a bio-e has is DNA gathering. So for that the master bio-eng gets a 'trap camp' consisting of 4 tube structures that the BIO-e must deploy. Once activated the tubes create a laser-field linking them. any creatures inside the field will be frozen, will not aggro and will not move. Allowing the master bio-eng to sample at will.
Master Melee Classes:
House: 2 story houses with training rooms and dojos and brawler-related stuff.
Proffession Related: Can deploy wall-like structure (10m wide 3m tall,1m thick) that the melee class can hide behind and not get shot (aka wall gives ranged proffession the 'no line of sight' message). of course it only works if the ranged player is on one side of the wall and the melee on the opposing side of it.
Master Ranged Classes:
House: Same as melee, but have a firing range and rooms to mount guns on walls and stuff.
Proffession Related: Sandbags. Ranged proffession can lie prone within 10m of a sandbag and receive +20 ranged defense bonus. if kneel or standing no bonus.
Master Merchant:
House: Big, ,very luxurious house. Blatant display of wealth. Think swimming pool in tatooine rich.
Proffession related: Malls. Merchant can place a HUUGE building that has 5 stories and huge rooms inside where he can place vendors or rent the mall space to other players. (takes up 5 lots)
Master Architect
House: Best designed house (spacious, elegant).
Proffession-Related: None, as architects have no field jobs.
Master Smuggler:
House: medium sized 3 story building, has lots of secret rooms, 2 floors are underground. spice labs, slicing room with computer stuff all over, trophy room.
Proffession-related: none.
Master CH
House: Tarzan house.
Proffession-related: big animal holding pen with variety of creatures.
Master BH:
House: Like smuggler but the rooms are above ground.
Proffession-related: none.
Master Commando
House: Like any other ranged proffesion house
Proffession-Specific: camps look like the corsec bases, provide a defensible 'camp'.
Master Ranger:
House: Hi-tech Tarzan house (CH's is low-tech)
Proffession-Related: none (the already got cool camps)
It would be nice if those reaching MASTER in an elite proffession received 'certification' to use proffession-specific structures.
Give each ELITE proffession a 'certification' for 2 structures.. 1 will be a house and the other will be proffession-related.
Aka,
Master Doctor:
House: 2 Story building, luxurious looking, has its own cloning terminal that only those in the doc's house access list menu can use, comes with high quality medic-related crafting stations. Has a surgery room.
Proffession-related: None. Doctors are not field proffessions, their house doubles as a mini-hospital.
Master Combat Medic:
House: 1 story building (very wide and large to make up for not having 2 stories) that comes with high quality CM-related crafting stations, a greenhouse and bio-lab rooms.
Proffession related : BIOHAZARD TENT . CM's can deploy a 'camp' like tent where players of same faction or in group that are diseased or poisoned can go inside. Players inside these structures will have the disease/poison NOT deal damage (it will not heal the poison/disease).
Master Bio Engineer:
House: 2 story building, laboratory-looking , has rooms with cages that player can put his bio pets in, cloning lab rooms and a cold freezer room. Comes with bio-e related high quality crafting stations and most importantly, comes with built-in 'data' storage so bio-e's can save the multiple dna templates and non-tamed deed pets they create.
Proffession related: The only 'field' job a bio-e has is DNA gathering. So for that the master bio-eng gets a 'trap camp' consisting of 4 tube structures that the BIO-e must deploy. Once activated the tubes create a laser-field linking them. any creatures inside the field will be frozen, will not aggro and will not move. Allowing the master bio-eng to sample at will.
Master Melee Classes:
House: 2 story houses with training rooms and dojos and brawler-related stuff.
Proffession Related: Can deploy wall-like structure (10m wide 3m tall,1m thick) that the melee class can hide behind and not get shot (aka wall gives ranged proffession the 'no line of sight' message). of course it only works if the ranged player is on one side of the wall and the melee on the opposing side of it.
Master Ranged Classes:
House: Same as melee, but have a firing range and rooms to mount guns on walls and stuff.
Proffession Related: Sandbags. Ranged proffession can lie prone within 10m of a sandbag and receive +20 ranged defense bonus. if kneel or standing no bonus.
Master Merchant:
House: Big, ,very luxurious house. Blatant display of wealth. Think swimming pool in tatooine rich.
Proffession related: Malls. Merchant can place a HUUGE building that has 5 stories and huge rooms inside where he can place vendors or rent the mall space to other players. (takes up 5 lots)
Master Architect
House: Best designed house (spacious, elegant).
Proffession-Related: None, as architects have no field jobs.
Master Smuggler:
House: medium sized 3 story building, has lots of secret rooms, 2 floors are underground. spice labs, slicing room with computer stuff all over, trophy room.
Proffession-related: none.
Master CH
House: Tarzan house.
Proffession-related: big animal holding pen with variety of creatures.
Master BH:
House: Like smuggler but the rooms are above ground.
Proffession-related: none.
Master Commando
House: Like any other ranged proffesion house
Proffession-Specific: camps look like the corsec bases, provide a defensible 'camp'.
Master Ranger:
House: Hi-tech Tarzan house (CH's is low-tech)
Proffession-Related: none (the already got cool camps)
Mkappus
Tue Oct 26, 2004 6:36 am
#3
I love the idea for master "special" houses. However, the field structures probably won't happen.
cripplestickmickII
Tue Oct 26, 2004 6:47 am
#4
I like the idea of specific houses as well, I think it is mentioned in our 'wish list'. The field structure thing I am not sure about, it sounds like far to much fiddling around for not a lot of payback.
Pawlin
Tue Oct 26, 2004 9:21 am
#5
We have a thread stickied at the top named "On Going New Structure Idea Thread..". You should copy/paste your post into that thread so its saved with the rest of the ideas.
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