Architect Archive

Thread: I wish architects could make turrets

deadnewbie
Mon Sep 15, 2003 5:18 am
#1

I really do. I don't mean the faction variety. The faction turrets only target players.


I think it'd be very handy to have turrets that would kill anything in an area. The owner wouldn't get XP or anything but it'd be handy for artisans who find their harvesters beseiged by nasty agro critters.


These player made turrets would not be usable against other players. We have faction turrets for that.




Imperial Minister of Information
Rela
Mon Sep 15, 2003 5:20 am
#2

Good idea!! But unless they take zero lots (which would mean the etire planet would be smothered in turrets) most Archs are not going to get much of an advantage from having a guarded area. (2 Lots for a Factory, 2 For a house, the last 6 for some harvestors..)



Maybe a new Harvestor that has defenses built in?





Reta - Reb Sword/Doc (Til the 26th then bye bye again!)
Rela - Tailor/Shipwright!
Ship Vendor -629, -3908 Naboo - VC
EQ2 - Steamphont!
deadnewbie
Mon Sep 15, 2003 5:24 am
#3

Harvesters with turrets built in -- I like that idea.



But still, stand alone turrets are a nice idea. For those not into the faction war, at least having the option of having your home defended by a few turrets to provide a safety perimeter would not be a bad thing.


At the very least it'd give architects something more in the repetoir. For some extra fun, the stand alone turrets don't have maintenance fees but they decay just like other equipment. Let's say, they're good for 5 days or so? Then you have to put another one down. Someone interested in keeping their home agro critter free would keep their local architect happy with some repeat business which I assume you architects don't have.




Imperial Minister of Information
Rela
Mon Sep 15, 2003 5:30 am
#4

Repeat arch business is .. limited. We do need some consumable item that people want.



I love the idea of a zone of control around a shop to keep the critters out. The Lot thing is the only part that I would be worried about. (If it takes no lots, then there is a billion of em, if it takes lots then most Archs would have to beg/borrow lots from others)



I like the 5-7 Day-ish concept. Its just about the length of time a Harvestor field would be located on one resource before a shift.


Maybe a Control Harvestor? Has some area defense/elimination capabilites that covers a zone around a few normal harvestors, but also harvest's.



Defensive Structures? Like... Hmm basically a house with guns. Works like a house, looks like a base/prison sorta thing. (Again, PvE only... PvP has thier stuff already...not that it works.. but)





Reta - Reb Sword/Doc (Til the 26th then bye bye again!)
Rela - Tailor/Shipwright!
Ship Vendor -629, -3908 Naboo - VC
EQ2 - Steamphont!
SilofUSDA
Mon Sep 15, 2003 6:10 am
#5






deadnewbie wrote:

I really do. I don't mean the faction variety. The faction turrets only target players.


I think it'd be very handy to have turrets that would kill anything in an area. The owner wouldn't get XP or anything but it'd be handy for artisans who find their harvesters beseiged by nasty agro critters.


These player made turrets would not be usable against other players. We have faction turrets for that.







uhh...I wish turrents actually worked -.-


sil




woot!
Silmaril
Ahazi server, Dantooine
Bey
Mon Sep 15, 2003 6:33 am
#6

If turrets could be added on to existing structures it would be great. Structure size could decide number of, and size ( type ? ) of turrets.


Simply having turrets that repel creatures without killing them would also work.


Open structure admin menu and Mount Turret, and then choose from a list of applicable types present in your inventory, and what slot, if more than one, to mount it in.


And the ability to unmount them.




Xexo Sparks
No longer : Master Armorsmith / Master Merchant / Master Artisan due to lack of content for non combat characters
SilofUSDA
Mon Sep 15, 2003 9:02 am
#7

but then you'd HAVE to make that structure destroyable...and I dont want my large harvesters destroyed by some band of imps and their 1243694375 AT-STs


sil




woot!
Silmaril
Ahazi server, Dantooine
Rela
Tue Sep 16, 2003 5:22 am
#8






SilofUSDA wrote:

but then you'd HAVE to make that structure destroyable...and I dont want my large harvesters destroyed by some band of imps and their 1243694375 AT-STs


sil






No, the concept is purely for PvE. The defensive(or repellant) Harvestors would have no affect on PvP whatsover.



Reta - Reb Sword/Doc (Til the 26th then bye bye again!)
Rela - Tailor/Shipwright!
Ship Vendor -629, -3908 Naboo - VC
EQ2 - Steamphont!
SilofUSDA
Tue Sep 16, 2003 6:49 pm
#9

well ya it would be nice to not have hurrton howlers and savage quenkers right next to your harvesters x.x


sil




woot!
Silmaril
Ahazi server, Dantooine
Jigrah
Tue Sep 16, 2003 8:20 pm
#10

I like this a lot, something that would cause creatures not to spawn in an area, or create a road of some sort or something. Hmmm, What i have in my head is an idea of stormtroopers patrolling a road designated by players whiping out all the spawns, The beacon things act as waypoints and need to be placed every 1000m creating a path or safe haven for anyone. Now these beacons would require maintence fees and possibly something else but wouldnt take any lots up. Although that just allows them to be placed everywehre if someone has a lot of money, HMMMM.
SilofUSDA
Wed Sep 17, 2003 10:38 am
#11

nah...imps arnt that nice...and it would just make it alot easier for rebels to find imps to kill heh


sil




woot!
Silmaril
Ahazi server, Dantooine
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