Architect Archive
Thread: Ideas to better Arcitect From You and Big Momma Corp.,.
oh shoot i forgot one thing in this section:
5).. Things that need fixed and arent buggs.. Well as of now solar and fusion need to be experimentable on final assembly .. also factories need to at least have their storage truely adjustable..(doesnt have to be in the 1000's of unit space but even 10-50 would be great.. but we also should be able to exp. on factory effectiveness.. I honestly feel that a factory should be able to build items faster than a person.. if it is well built..
this is all great. IMO if Dvnce would do it I would nominateDvnce for our next Correspondant. This is honestly the best representation of the forums voice I have seen and communicates very constructive ideas on much needed game content and additions to the arc proffesions that make it competitive and appealing. I may not post much but i do read alot and Dvnce's post are always stocked with ideas that would improve not only single proffesions but the game as a whole.
Great job.
Good ideas.
I would personally like harvesters to become vulnerable to NPC faction attack. It would fit in with the GCW too. Do you think it would be too strange for a Rebel patrol to come across an Empire harvester and NOT destroy it? and vice versa obviously. In order to prevent this you would just have to watch where you put your harvesters down - take calculated risks. Is this great resource too close to that rebel base?....how bad do I want it? etc. Neutrals would have a random chance of either side taking out their harvesters, say depending on who was winning the GCW. I think this would adda little more depthto the game too as well as making arch's a little more sustainable. No messing with houses though - that would just pish people off too much - although it would encourage people to move into communities that can be defendedrather than plonking a house as close to a NPC city as they can. Or maybe make household insurance a player option.
One of my
Good ideas.
I would personally like harvesters to become vulnerable to NPC faction attack. It would fit in with the GCW too. Do you think it would be too strange for a Rebel patrol to come across an Empire harvester and NOT destroy it? and vice versa obviously. In order to prevent this you would just have to watch where you put your harvesters down - take calculated risks. Is this great resource too close to that rebel base?....how bad do I want it? etc. Neutrals would have a random chance of either side taking out their harvesters, say depending on who was winning the GCW. I think this would adda little more depthto the game too as well as making arch's a little more sustainable. No messing with houses though - that would just pish people off too much - although it would encourage people to move into communities that can be defendedrather than plonking a house as close to a NPC city as they can. Or maybe make household insurance a player option.
My main gripe about SWG (other than early release) is the game
Wow, buggy - no idea how that happened. Stopping post and apologies for the multiple reply - I only typed it once.
Pyrra,
M Artsan, omw to M Arch.
Starsider
Fishfingerbutty-
Are you serious?A defenseless harvester is attackable by the opposite faction? Can't you imagine what that would mean? Basically, there would be no harvesters anywhere, or at best, very few harvesters. Very few harvesters means no resources to make stuff, and no stuff means the game is awefully boring.
No, that's a bad idea. It's a very bad idea.
Message Edited by DiLune on 01-30-2004 02:27 PM
Manipulative,
Harvesters attackable by NPC factions - non player characters.......sorry if I didn't make this clear in my post.
Pyrra