Architect Archive
Thread: PvE turrets/repellers idea expanded on add your thoughts
It's been mentioned in some other threads, and I think it's a great idea that could work to alleviate various complaints frommost artisans and architects in specific.
I would love to see a turret I could put near my harvesters to keep red MOBs away. It wouldn't even actually ever have to fire. Just have it so each turret creates a no-spawn zone for aggro MOBs in a certain sized area.
There are three key considerations I think:
1) They can not be moved or redeeded. This makes them disposable so architects have repeat business
2) They can only be placed within a certain range of another structure you own. this prevent people laying them down in their hunting area or easily making safe "travel corridors".
3) You can't have more than one in a fairly large area, so that you can't overlap a bunch of them and create a giant safe zone.
The Benefits:
- Architects would have a disposable item to create repeat business
- Even more class-dependence for item creation
- Artisans would complain less about the dangers of mining
- Possibly increased harvester maintenance would be a little more of a money sink (see below)
- Various other benefits I'm sure you guys will think of, as well as more problems.
Other issues:
They shouldrequire a component from a WeaponSmith and possibly something from a DE. These should be mid-level items (say from a level 2 box).
They wouldn't require any maintenance on their own because we don't need yet another thing to track. Since they aren't redeedable, it's more like a faction/battlefield perk. If you want them to have an ongoing cost then simply increase the maintenance of the harvesters in its safe area by a little. This increase should be the same for all sized harvesters, thereby encouraging people to buy larger ones from us architects, since they save a little bit overall on costs. I can't stress enough how important it is that this fee be fairly small though, relative to the regular maintenance. I'd say maybe an extra 10% per day of the cost of a personal miner.
As much work as new items are, I think these could be fairly easy to add. It may be required to make it prevent all spawns, not just aggros, for ease of design. That's not a big deal.
They also don't have to be turrets, per se. They could be large sonic repellers that animals simply won't come near. But this wouldn't prevent NPC spawns like a laser would ![]()
Nothing? No one? Is there another thread on this I should have posted to instead that everyone else is reading? Is the idea just completely dumb and not worth even calling dumb? Poke some holes in it or something, at least ![]()
Yes, good idea. I mentioned it in a post not too long ago. It would be an excellent way to create another interdependance between classes. How about requiring a Commando a plant them? Since these guys are the ones that use the big ones, and it would give them a way to make a few bucks. And of course the 3 crafting classes needed to build it is good as it gives lower level DE, AR, and WS something to make that they can sell. Talk about re-newable income!
An average Artisan has say 5 miners out. Every 5-8 days the resources shift. So every 5-8 days new turrets are needed. Say 100c per turret, thats a nice little stream of creds for those who need money, and the Masters wouldn't want to spend tim e making them.
I don't remember what all I put in the other post but yes I think some kind of weapon module from a WS, Droid (say probot) chasis from a DE, a Armor Module from from a AS, and a Turrent module from Master Artisian whould be an excellent choice. That way, everyone wins. Not only will we have a sellable product (which ACTUALLY HAS to be replaced on a weekly or Bi-Weekly basis) that we could sell for a respectable amount of money but we would be helping to support the other classes (some more broken than we are).
One thing I would advocate though is that the TOTAL resources for one of these from all professions not exceed more than 1000 units and most of those should be used in the final combine by Archs. This is due to the fact that we will have to pay the other classes at least 4cr per resource for their time and effort.
One more thing: All of these componets need to be from level 2 of every class. That way struggling artisians/AS's/WS's/DE's/Arch's would have something to turn a profit to support themselves instead of having to run missions constantly.
Sorry, Philomorph
I was so excited to see someone bring this back up that I didn't see you mentioned the last point I made.
Oh, and I like the idea about perhaps making them "repell" creatures instead of kill them....Very Good Idea.
[shamelss plug] If you like the idea, don't forget to vote 5 stars for it
[/shamelss plug]
I thinkone concern I have is that you would need to limit how close they could be together, even between different people. So I couldn't build on within 200m of yours, say. But this would lead to complaints from people who have their harvesters too far away from an already placed "turret" to get any benefit, yet can't place theirs in a good spot.
They would need some real fine tuning probably to find the right combination. I'm thinking they would have an effectiveness range of 100m, which is less thantwice the aggro range of most animals, and maybe a proximity limit of 200m. This would leave spawns with plenty of room to pop up between harvester areas and get in your way on the way out there. There would still be danger in getting to and from your harvesters, but you wouldn't have the problem of simply not being able to get near them at all because it's surrounded by aggros. Same with houses.
This is the way turrets are handled in Planetside, so maybe they could just borrow some code ![]()
My dream would be to get a response from the devs on whether such a thing would even be possible, so we can determine early on whether to keep building on the idea or if we should drop it cause it's got the chance of a snowball in heck.
Any new comments on this today? I'm wondering if anyone has speculation on how the spawn code already handles heavily populated areas. It seems you get a lot of spawns near heavily harvested areas. Yet for the past few weeks, there seems to be less spawns near my house, which is in an area that is extremely dense (south of Theed) with houses, factories, and harvesters.
Anyway, just wanted to get more input on the idea.