Architect Archive
Thread: First New Structure Idea Voting Closed...
City Item Limits etc.. Personally It would be just plain easier to let this go way of terrain editor.. let city size determine how far out from the city hall pavement will reach .. up to 100% at metropolis rank
However... walls building size decoration (like the arches in Theed) and potentially bridges would be awesome to have and more practical to impliment..
Ok Here are this sessions 2 (we will do this again so if your idea is not here dont get discouraged like I said above I had 5 ideas first draft) Please Vote First simply with a Lager 1 or 2 and then below post your comment on these two ideas If you dont like my version ( which I will touch up) then tell me how you would present your vote.. ONLY THESE TWO ITEMS ARE TO BE DISCUSSED IN THIS THREAD.. any others we will take up discussion in the next idea submission ... I will end this vote on wednesday .. Post summary of the winner for final discussions same day .. and then post final presentation to the devs on Friday Morning...
1)... All-Terrain Harvesters..
These would Share the same resource requirements as the current Personal Harvester Plus two new Componants.. Turbo Power Plant ( could be as simple as light power core unit) and Terrain Stabalizing Base (could be as easy as a Structure Module). Max BER at 100% expirementation would be BER11. These would have 1 cell Placement and could be placed on any terrain grade except faces of cliffs or almost vertical drops.. Once placed and activated these will Only operate for 7 days. And only option will be to destroy structure so this can not be redeeded. Maitance would be equal to our medium harvesters now. Hoppers would be equal to personals Now.. This would do two things for us.. Help us tap some of those great veins that always seem to find the mountains.. And Give us a great renewable resource.
This would be a New Structure that would be only available for Master Merchants to Place. Entry would open up in to a large center plaza which would be surrounded my small cubicle rooms around the edge with the empty wall open to the center plaza.. there would also be either an upstairs or downstairs that the Master Merchant would be able to use for living quarters or as an office. The added feature would be that the Owner could place a small % fee to each sale that would be collected like Player Cities Collect sales tax. To make this more viable you could remove vendor capabilities from PA Halls.. ( I add that because you dont know how many times the Devs Complain that there are way more PA halls out than was ever expected or intended( and this comes out every time we fight for reforming item limits on housing ) so this would make great bait for this idea ) This would be a great new structure for us to build while giving a great Perk for Master Merchant and a great new way to roleplay that profession..
Message Edited by Dvnce on 04-29-2004 03:17 PM
i dont like either of these...
but i i have to choose i choose #1
CraftDragon wrote:
I chose number 2 because nobody will buy a throw away harvester.
/agree I LIKE the harvester idea but i doubt many will go for a 7day harvester. It would make the cost of mining your own resorces skyrocket. Possibly it could work if you didn't have to add power/maintenance(whichwould rock)or if it lasted longer than 7 days.
As is i vote for #2
so Number 2
#1
I like & expect #2, but if the Dev team is surprised at the amount of PA halls, they obviously have no concept of mathematical extrapolation.
Dvnce wrote:
2)... Mall...
This would be a New Structure that would be only available for Master Merchants to Place.
well that cuts down the market right there...so on each server we can sell maybe 20 to the entire galaxy?
Entry would open up in to a large center plaza which would be surrounded my small cubicle rooms around the edge with the empty wall open to the center plaza.. there would also be either an upstairs or downstairs that the Master Merchant would be able to use for living quarters or as an office.
Most merchants are actually just crafters with vendors...How many Lots would this take up...if it takes up to many then it isnt something that a crafter might want to use
The added feature would be that the Owner could place a small % fee to each sale that would be collected like Player Cities Collect sales tax.
why would i choose to give the merchant a fee...i could just set up a tent nearby
To make this more viable you could remove vendor capabilities from PA Halls.. ( I add that because you dont know how many times the Devs Complain that there are way more PA halls out than was ever expected or intended( and this comes out every time we fight for reforming item limits on housing ) so this would make great bait for this idea )
why should it matter how many PA halls there are...people just want aLARGE nice structure, the PA being tied to the building was a dumb idea in the first place....they always have some storage excuse...peopl ewill alsways have as many houses as it will take to store their stuff..i would rather have 1 house store everythjing than the 4 i have to useb now...i dont think it is fair to tell people how to use their buildings.....would you also want to prevent people from using Large houses as malls...why stop there...make medium and smalls unusable too?
This would be a great new structure for us to build while giving a great Perk for Master Merchant and a great new way to roleplay that profession..
Not all of us care about roleplay...maybe some Merchants who are currently holding on to their title for some reason will like the perk but IMO it doesnt help merchants as a whole..it still wouldnt entice me to get master merchant again (but then again i dont like malls in the real world either)
this idea also seems to take A LOT of work on the devs end with art and programming...if we get a new structure i want something that can be put into the game fast and is wanted and placeable by everyone....
Dvnce wrote:
1)... All-Terrain Harvesters..
These would Share the same resource requirements as the current Personal Harvester Plus two new Componants.. Turbo Power Plant ( could be as simple as light power core unit) and Terrain Stabalizing Base (could be as easy as a Structure Module). Max BER at 100% expirementation would be BER11. These would have 1 cell Placement and could be placed on any terrain grade except faces of cliffs or almost vertical drops.. Once placed and activated these will Only operate for 7 days. And only option will be to destroy structure so this can not be redeeded. Maitance would be equal to our medium harvesters now. Hoppers would be equal to personals Now.. This would do two things for us.. Help us tap some of those great veins that always seem to find the mountains.. And Give us a great renewable resource.
the main drawback i see here is that people wont know they need them until they need them....some might just keep a supply on hand in their inv but after spending an hour surveying and being 5000K from the nearest town and then having to go to my house and pick up the deeds or track down an architect, i would probably just give up and place my normal harvestors where ever they would fit.
this might sale for anywhere from 2500-5000...depeding on where it was in the skill tree could just be disaeterous for the profession since grinders would just pump them out and sale them for 1500
If you discount #1 because you think it won't sell, then consider:
An important thing to note about the disposable harvester is the cost.
Dvnce stated: "would Share the same resource requirements as the current Personal Harvester Plus two new Componants.. Turbo Power Plant ( could be as simple as light power core unit) and Terrain Stabalizing Base (could be as easy as a Structure Module"