Architect Archive
Thread: Architect Certs?
Why should a (insert any profession except Artisan here) buy resources from an artisan/Architect? For a few thousand, they just buy 1 off us, then plant in and spend money mining their own. So instead of selling houses and factories and houses, we end up combining the gathered resources of the other classes, which none of them want to pay for (you get XP and I brought you all the resources...). Doesn't that kinda take away from our field?
How about a harvester/factory certification? You cant use the item until you can build it, or only as you advance up the surveying tree. This would likely require a fix (needed anyway) to the whole "survey gets no XP, but sampling gives survey XP" issue.
Surv 1 -nothing. Surv 2 -Personal. Surv 3 - Medium Miner. Surv 4 - Heavy miners.
Eng 1 - nothing. Eng 2 - Equipment. Eng 3 - Clothing & Food. Eng 4 - Medicine
Novice Architect - Structure factory
This would allow the Artisan classes the ability to sell more to non-Artisans and manage prices from within their crafting community instead of having prices forced down by an outside influx of resources.
If they were going to do this, they would have to take some steps, and include a lot of changes in the lot system..
My particular solution would involve not restricting the usage of harvesters, but restricting the lots you start with..
First thing you would have to do is change all housing either to 2 lots for any house (changes to the space in a house should follow..) and give all beginner players 2 lots, or make the house a special lot that only merchants can gain an extra one of..
This would make it so anyone could own a house..
Second you start a novice artisan with 1 lot. At engineering 3, he gains 2 more, and at master artisan he gains 2 more.
This enables a basic artisan or any elite class to have a house, and up to 5 harvesters. (or a factory, etc.)
Third you take the Architect class and start adding lots to the construction line. 2 lots per level with 2 more at master. This ends an architect with 15 lots.
What this accomplishes is takes away from the PA based architects that can p/l a character in a week or two to master, as the p/l is really resource based and not really time based.. too easy to make 3 levels in one sitting with the resources available in qty.. It also places the casual player on an even ground with the powergamer that has a network of friends to share lots with. This will not eliminate the ability to have 50 harvesters in a PA, just makes a group of people have to work harder for it to get those lots. It also eliminates some slicer from owning a half dozen harvesters and flooding the market with resources.
The reason I would not give armorsmiths, weaponsmiths, droid engineers, tailors, etc more than 5 lots is simple.. none of those crafts require 100k resources per day.. Most any crafter outside architect could easily get by with 1 of each small harvester (or any mix) on a decent source of the "resource of the day".
This also would tone down the huge fields of burning small harvesters.
As I said, anything like this would require special consideration for housing, including the ability for ANY class to own a house, with merchants having the ability to run multiple houses for vendor purposes.. I think houses need to have storage based on size, not lots, as a small and medium house are the same lot space, 3 small houses have almost double the storage of a large with the same lot space, a PA hall is worthless, yet takes even more spaces than a large.. The whole system is messed up not to mention a casual architect could never own a PA hall..
But, if I had a credit for every good idea that the devs ignore, I would be richer than I am..
This also allows Chefs and Tailors to advance their professions without having to acquire the engineering line and provides a bonus for surveying besides increased range.
Ok, to play devils advocate here. 2 things immediately come to mind.
1) If you put certifications in the architect line do we not then create even more architects as people skill up just to get the extra lots for their mining profession? This creates an even larger glut in an overpopulated profession. It also limits the need to purchase harvesters cuz you may as well just build your own since you need the cert to run it.
2) Fewer resources would now be available to purchase (not that many architects buy their resources regularly anyway). This would likely raise the price to purchase raw resources creating an even bigger problem and eliminating another possible source of materials.
I'm not totally against this, but these are valid concerns to be looked at for something like this.
I like your idea. I think though that any master certification who's tree allows for additional items to construct ought to warrent an additional 1 or 2 lots. Ie. droid, weapons or armor. As you indicate, only architect warrents additional lots at the various intermediate levels due as you say the sheer magnitude of minerals that are requiered as we progress upthe tree.
Yes, I think the lot issue is valid. I like it. But the questions raised about Chefs and Medics do make me pause (/pause 20)..........
Well, I think it may work with a few additions. Because, yes, Medics and Chefs and Tailors should have the ability to mine resources specific to their profession and factory-produce items. But how about we combine the 2 ideas? Now you base additional lots on the type/amount of XP earned...
Everyone has 2 lots, I like that part. Non-crafters will not gain any lots. Why do they need them?
Fix the house thing. I think small houses should hold about 500 items, mediums 1000, Large 1800, and PA halls 3000. Either that or furniture doesn't count toward your total. Small=1 lot, Medium=2 lot, Large=4 lot, Pa Hall=NO LOTS (they shouldn't make a person use their lots for this, Or I pity the Urban planner that places a Starport)
Novice Artisan get 1 extra lot. At 1000 general crafting xp they get another lot - at 2000=1 lot, 4000=1 lot, 8000=1 lot and so on. Just keep doubling it...
This puts any single Tree at another lot halfway to Level 2, another halfway to box 3, another halfway thru box 4, my head hurts at all this math...
At Novice whatever, you still used gcxp to get there, so you keep getting lots based on that.But after this, you switch to a different crafting xp. AT Novice you will also get a cert for the factory specific to your profession (or all if your're an Architect). The number of lots will now vary depending on the Novice ELite Profession and if you took more than a single tree of Artisan. No combat-only type is going to spend time getting here just for the lots. They would likely be somewhat serious about it playing a crafter. Especially with the # of skill pts it takes to get here.
Now the Artisan's spread out. Architects require the most XP to Master that profession AND they have need of the most lots for miners and factories, so we base the lot awards on them: Lets say for every 140,000 crafting xp, you get another lot. Naturally I dont know as much about the other professions, but my goal is for Architects to have the most lots. So the number has to be high enough that the professions with lower requirements; Chefs, Armorsmiths, & Tailors, have the least lots. Not meant as a slight to them, just based on the numbers.
So this is a look at Architect, assuming you took only Engineering in Artisan ( I didn't have the stomach to do this with all Professions ) :
Basic2 lots
Artisan1
1000gcxp1
2000gcxp1
4000gcxp1
8000gcxp1
16000gcxp1
32000gcxp1
Nov Architect at
435001 (bonus for Novice)
This ends (mostly) the gcxp Lot award, the next one requires an additional 20,500 gcxp, which is doable if you work more Artisan tree's, but thats not this model.
Master Architect needs 1,409,000 structure crafting XP. Every 140,000 scxp you get another lot.
10 lots as a Novice, 20 lots as a Master.
/whew I'm gonna go play now!