Architect Archive

Thread: Ideas to better Arcitect From You and Big Momma Corp.,.

Dvnce
Thu Jan 29, 2004 4:05 pm
#1

Ok I have spent alot of time reading over posts here.. and have been an arc for a long time... with a close relationship with quite a few arcs on my server.. From all the conversations and all of the posts i have read these are ideas that i truly think would make people happy and most importantly bring more content to our profession..


1) On structure Decay ... and renewable source of income... Well one i can pretty much assume that structure decay beyond the normal maitance will most likely never happen.. However something that I think would be a fair compromise.. and a renewable source of income would be a form of additive.. that can be added to any harvester that would temporarily increase Effectiveness.. (wether it be Factory speed or Harvester BER.,.. How it would work would be.. We make something that I will Call.. Power Boost Pack.. Depending on the quality of resources used and experimentation it will give +xx% to structure effectiveness.. (this is a after the fact addon.. ) Miners would buy these from arcitects.. .. the miner would then find his vein of resource.. and set up his harvesters.. then like adding power and paying maitance He will then have an option to add a Power Boost Pack.. (same idea for factory operators).. as far as how long these last could be 24 hours.. (but then id say that we would have to be able to add multiple of these at one time..).. So this would be a way that we could have endless source of something to sell.. that would get used up and need to be replaced..


2) Storage.. and Lots.. This is another issue that I think will never happen... increase storage and lots... But something that should happen is more effiecent use of items that are stacked.. For example.. all crates should stack to 100.. in the factories.. and if they are same serial number two crates should be able to be combined into one stack.. (max at 100).. also resources should also stack to at least 500k ..if not 1 million units.. (this is something that i think would help database problems too).. Even deeds should come in a crate too.(make the crates for these look like breifcase ). If every arcitect is like me the majority of items in my house are 100k or less stacks for resources and componants..


3).. Interior Design... If we cant have more furniture types we need to at least have different color options. for our furniture.. And it doesnt make sense not to have a up/down command.. if we can only have one can we make (with help of a tailor) Flag poles..?? that can be placed in a city as decoration.. or in and outside of a PA hall...


4). Our part in the GCW.. I aggree that we should have a part in this conflict as well.. a couple ideas here but there is still alot of discussion on this topic..

~ Schematics for bases .. turrets.. should be purchased with faction points then given or sold to an arcitect who then has to make them with what ever componants required.. (with this the faction costs on these schematics should be reduced.. and schematic only good for one build..

~ Added items for bases.. We should be able to make a gate.. Depending on resources and experimentation determines how strong it is.. this item would be placed and become part of the already Placed Base.. it can be opened or closed.. in an attack the enemy would have to destroy the gate to gain access to Base.. (reusable item too).. Also towers would be a nice idea for defense too.. they can be placed near a base and give a small offensive and defensive bonus to those that are at the top of it..(these too can be destroyed the idea would be that they would be keyed into a base so have to be xx meters away .. when the base is hot so are the towers and can be targeted ...

as you can see there are many opportunities for us in the GCW


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..


Well what do you think?? care to elaborate on any of this?? I appologize on the spelling and poor sentance structure.(we got a new dog.. and lets say its been a while since i have slept for more than 1 hour.. ) .. if you need me to ellaborate on any of these items let me know..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Dvnce
Thu Jan 29, 2004 4:07 pm
#2

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..


the addition is this.... Can we please be able to sit in our park benches??




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

CheeseBurgerAnimal
Thu Jan 29, 2004 4:27 pm
#3

Good Petition! I agree with 2 - 6



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Triaslen
Thu Jan 29, 2004 9:31 pm
#4

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.





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Fishfingerbutty
Thu Jan 29, 2004 9:58 pm
#5

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


Fishfingerbutty
Thu Jan 29, 2004 9:59 pm
#6

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


Fishfingerbutty
Thu Jan 29, 2004 10:03 pm
#7

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


PhazeDistortion
Fri Jan 30, 2004 9:20 am
#8

The booster pack has been around a while, and is an interesting one. But I still think the best option for the whole decay issue is not automatically repairing damage done by lack of maintenance. I.e., if maintenance runs out, and a harvester gets to 50%, paying the maintenance will allow the harvester to run again, but the harvesters condition will remain at 50%. It can still be redeeded, but the condition will stay the same. Then either a)implement harvester repair kits that are crafted by architects to restore the harvester to 100%, with the possibility of it being destroyed, or b) leave it so that the condition can never be repaired. As long as the maintenance is kept up, it will stay at the same %. But if maint runs out again, it will continue to degrade, and eventually need replaced. You could even have the condition affect efficiency. Makes sense to me that a heavy harvester thats only at 25% condition would not be able to extract at BER 13. Maybe drop it 1 BER for every 25% condition it loses, so at < 25%, BER 13 heavy would only operate at BER 10.


Perhaps we'll get some response to these issues, once we have a correspondant. Feel free to post your issues on the "Top 10 questions for the devs" post, as that appears to be the current correspondant program, or the "Top 5 issues" post, which was last months, . It may be too late to get in on either, but if we keep our issues all together, it'll give our next correspondant a list to submit quickly.



Phaze Distortion
Kauri Architect of the Year nominee
Dvnce
Fri Jan 30, 2004 2:37 pm
#9

Yeah , i am not trying to say these are orriginal ideas of mine.. just merely ideas compiled from what I have seen on this forum. That first one there will be a tough one to fine a what can be considered a fair compromise to the majority ..




Imaka QuHurl

Im Not Dead Yet Careful I bite

Heed the warning

Manipulative
Fri Jan 30, 2004 2:49 pm
#10

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.





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DiLune
Fri Jan 30, 2004 3:27 pm
#11


Ahem. Errr...it appears Dvnce is now your corr....

Message Edited by DiLune on 01-30-2004 02:27 PM

Numen
Fri Jan 30, 2004 4:15 pm
#12

Harvestors already have a condition on them. I don't see why it would be so hard to implement 50 point decay or something on redeed. I don't like the idea of repair kits for these though. Just because it would have to be assumed that repairing gets overhauled and I don't see that coming anytime. How about just a kit to add x to the hit points of it. This would be relatively expensive(couple k ore and steel or something) for 100 hit points. The numbers are totally guesses, but I don't like the idea of the harvestor possibly getting destroyed. It would take 20 redeeds before it goes to 0. The condition is listed on the redeed screen right now so I don't see why anyone could miss a change in it.


So to sum up

-50 hit points each redeed(goes for anything that gets redeeded)

Possibly a small hit point loss when maintenance runs out.

A new pack to add hit points back to the deed. NOT a repair, 100% guarenteed success.


This gives a reason for people to come back to archs after they bought their harvestors.



Amandil Morier - Tempest - Master Chef
Fishfingerbutty
Mon Feb 02, 2004 10:50 pm
#13

Manipulative,


Harvesters attackable by NPC factions - non player characters.......sorry if I didn't make this clear in my post.


Pyrra


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