Architect Archive

Thread: Architect: why add degradation?

Ackehece
Wed Sep 03, 2003 8:53 am
#1

Seriously people why add degradation.


I am just throwing the following idea out for consideration (don't flame me please)(read to the end to see my reservations with this idea as well)


I don't mind that houses and PA's don't burn down around the owners ears. I know that means the eventually there will be no market for architects in that area but we can do other things as well. I mean if buildings are factional make them attackable. I see harvestors are already factional so if you let the other side attack them and destroy them you have a market (yeah i know - OH MY GOD we could lose are harvestors and our resources) well get over it... in war that happens all the time.. people bomb factories and blow up oil wells. If we also get to build CGW structures such as turrets and base walls and sensor etc that can be attack as well we would have a fairly decent living making such.


I could see 20 harvestors ringed by a double heavy armor wall with 6 large turrets and 12 small + minefields to protect your harvestors. The biggest problem with all this is... yes you could be bankrupted in one concentrated attack on you stuff (which i admit would suck royally) but it would also force the each faction to help itself out more - rather then what i see happen all the time... 1 rebel gets gang up on by 10 imperials 30 at-st + assorted pets while 10 rebels look on... and vice versa. If the players knew that those rebels attacking those imperial harvestors would make their side lose substantially (lose of weapons/armor/buildings) then they would hopefully get involved


The other thing this does is basically make a new profession - Miner - where to be in the best shape you would need to be a neutral to harvest goods because factional architects would be avoiding placing harvestors where they could not protect them. Factional architects would probably place their structures in massive defensive fortifications near the homes of the rest of the people they play with but non-aligned could place anywhere.


I would also say make personal mineral extractors non-attackable (just don't factionalize them) then if you do get blown to kingdom come you can start getting resources again (albet slowly) .


Yeah i know there are lots of problems with this but it would definitely create a demand for us architects


either that or be the final blow on the coffin when all architects quit factions (which is why i see problems with this as well)




"And these blast points, too accurate for Sandpeople. Only
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Ackehece - Eclipse | Tife - TestCenter




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ShaneMcMahon0
Wed Sep 03, 2003 9:16 am
#2

sorry it wouldnt work.... I wouldn't want to attack rebel harvesters, because it probably hurts someone I buy items from. It would hurt the economy more than help it (which is the whole point of decay).



Better idea would make houses/pa halls infinited, but make harvesters, and factories slowy decay. Maybe just everytime u redeed it it gets a little hurt. Or something where u can repair it. We just need some form of income past stuff that lasts forever.


Being able to build faction bases, towers, turrets is a good idea...




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