Architect Archive

Thread: More ways to experiment

Azmodean
Wed Jan 28, 2004 9:36 pm
#1

Obviously, one of the problems with the Architect profession is that we can only experiment with harvesters, and that with harvesters, there's only a need to experiment on one of the stats. Because there is basically no difference between Architect item A made by Architect A, and Architect item A made by Architect B, it all comes down to who can sell things the cheapest, rather than who can make the best quality items. That severely hurts our profession. Consider for a second the other professions. Would armorsmiths be able to charge 400,000 credits for a suit of 80% composite if all composite was 80% regardless of the resources used? Of course not. Like us, they would be plagued with people saying "well, it only costs me 3600 resources to make a suit, and I can make it with any resources I want. I'll sell mine for 50,000 a suit"and so on, until you started seeing 80% composite for sale on the bazaar. Part of the reason armorsmiths can charge so much... in fact, the main reason they can charge so much, is that they rely on 4 primary stats for their armor, and effectiveness isn't the only important stat. In fact effectiveness, special protection, and HAM costs are all very important. Thus, while many master armorsmiths may have 80% composite for sale, there's still room for armorsmiths to make their products even better by finding ways to reduce the HAM costs as well. I've seen players on the armorsmith boards that were making 80% composite with less than 600 total HAM cost, and selling it for 1.2 million, because basically, it's almost impossible to make unless you're *really* good, and have a lot of really good resources.


We need this for architects as well. Sure, our harvesters have effectiveness and storage... but who really needs a harvester with extra storage? I mean, when a medium holds 50,000 units, it's not going to fill up. The resource will expire long before that happens. And a heavy with 140,000 units? If I could fill that up on one resource spot, I wouldn't need so many harvesters.


So, here's what I suggest...


Changes:


1. Change schematics to require one storage module per lot. Make storage modules, and small storage modules experimentable. The better the storage module, the higher the base amount of storage per lot. A base small storage module with no experimentation would give around20 items or 10000 units. With experimentation, that could be increased to 40 items or 20,000 units, and experimenting on the finished product could increase that to 80 items or 40,000 units. Regular storage modules could support up to 120 items per module or 100,000 units after experimenting on the final product. Small structure modules and Regular Structure modules would work the way armor segments do, in that anything that requires small structure modules could accept normal structure modules instead, but things that require normal structure modules could not accept small structure modules.


2. Change structure durability. Structures would have anywhere from 100 to 1000 durability points, and each 1% that a structure degrades would permenantly damage the structure by 1 point. Thus, with a 990 durability structure, letting the structure degrade to 1% 10 times would destroy the structure. Also, letting it degrade to 99% 990 times would destroy the structure. Letting a structure decay to 0% would, just as it does now, destroy the structure regardless of durability points.


3. Allow players to retrofit existing structures using deeds for that structure type. This would allow players to use a deed for a building to fully repair the lost durability of that building. Once retrofitted, the new building would assume the stats of the deed used to repair it. Thus, it's basically the same as if you built a new structure in the exact same spot, only you didn't have to redecorate it.


Additions:


1. Add Efficiency, Lot Usage, and Durability experimentation. Lot usage would apply to houses and cantinas.Lot usage would, of course, reduce the number of lots a structure uses. Efficiency would lower the maintenance and power usage of the structure. Durability would increase the durability points that a structure has.


2. Allow customization of Furniture. This will create a higher demand for all types of furniture, since players will no longer be forced to only buy certain types if they want to coordinate the look of their houses. Also, add the missing plant and lamp styles that exist in the game, similarly to the way you did fountains and statues (with an option to pick a style in the final crafting screen).


3. Give some usefulness to certain furniture.


- Houses would have a base healing effectiveness of .50, guild halls .75, and cantinas 1.0. Beds would increase the effectiveness by 10%- 25% depending on the type of bed used. Only one bed would count, and it would be the highest bed placed in the house (and you would have to "install" it once you had it positioned the way you want it, which would work like initializing a vendor).

- Toolchests would increase your assembly and experimentation skill. The style one toolchest would increase your assembly and experimentation by 10 points, and the style 2 by 20 points. The style 2 would be moved to master, and both would be given specific resource requirements. Also, you would have to choose which profession this applied to at creation, so to increase assembly and experimentation for all trade and medical skills, you would need to buy 10 toolchests. Perhaps each profession could have a different look to it as well, and the toolchests could be renamed "Small Toolchest" and "Large Toolchest".

- Give some usefulness to Datapads. I'm creative and all... but I admit, I have no idea how to make these useful in the current game.


4. Allow players to experiment on municipal buildings. Clone centers would allow architects to reduce Cloning costs, Insurance costs, maintenance rates, or faction (faction would be a binary value, requiring 50% experimentation to make it a factional cloning center. A factioned clone center denies entry to members of the opposite faction, and allows players to respawn as overts). Medical centers would allow experimentation on auto-heal rate, heal effectiveness, maintenance rates, or faction (as above, but without the respawning obviously). Banks would allow experimentation on maintenance rates, as well as having a binary value for faction. City Halls would have experimentation on maintenance rates, service capacity (increasing the caps on the number of trainers, mission terminals, etc), and radius (increasing the amount thecity radius increases per city level). As mentioned above, all existing structures could be retrofitted to take on these new stats.


I think this would add a lot to the architect profession, obviously. Most importantly, it would give us architects ways to distinguish ourselves from one another, as well as (possibly more importantly to some people) giving us a way to justify charging some serious money for our services. I mean... if I made a city hall that gave a metropolis a radius of 700... that would be worth a lot of money.
cshane
Thu Jan 29, 2004 10:45 am
#2

Some good ideas in here but SOE will never listen.
Lecivius
Thu Jan 29, 2004 11:11 am
#3






cshane wrote:
Some good ideas in here but SOE will never listen.






Agreed. Architects are not even on SOE's radar, we seem to have lost our correspondent, and we are not even mentioned in the "What we are thinking" posts.



Vendor at 3054 2811 Naboo, East of Keren
Automath
Fri Jan 30, 2004 11:37 am
#4

Some ideas here echo my own thoughts on the matter.


Thenew chef revamp allows chefs to experiment in 4 different areas, weaponsmiths and armoursmiths have a whole range of areas to experiment in. This is what makes each item made, unique to the resources and crafter. I have a few ideas of my own for an Architect revamp that I will post once i've finialised the draft version.


IMHO I think this is what we as a community should be pushing towards, even without the top 5 list and the devs top 10.


I'lljust add acouple of ideas to add to this brainstorming thread to get the creative juices flowing.


One idea is to have advanced mining units, fludic drilling pumps that require specific resources to craft, obviously the advanced units will add more to the overall end product than a standard unit would. (Similar idea to advanced components in armour and weapon smithing)


Another thought is that the current base Extraction Rate system is very limiting, this needs to be opened up from, lets say and extraction rate of 1 upto 1000. There by creating more diversity in the crafting process. (obviously some ideas on how the new BER's would work on resources would also need to be addressed)





Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
Azmodean
Sat Jan 31, 2004 1:48 pm
#5

Well, for right now, I more or less want harvesters to stay where they are in terms of effectiveness, and work on making the other items experimentable. My reasoning is that there are a lot of things that need to happen (in my mind at least) before we should allow super efficient harvesters... mainly, somehow fixing the fact that anyone can place a harvester and make as much money as a master Architect. I want to leave the harvesters at their current rates until they implement a way to limit use of harvesters to those with the proper skills... and preferably to a Miner profession.
Automath
Mon Feb 02, 2004 2:49 am
#6

Ah, didn't explain that very well.


I meant diversity on the numbers - say 1 to 1000, the effectiveness of which would mirror back to the current system of say 1 - 14, but with more numbers to play with that harvester can extract fractions of what theydo now. So instead of just having BER 1, 2,3,4 etc you effectively get BER 1,1.1,1.2, I realise that people will still want the top BER inthe currentsystem, and something else needs to be added to make them choose a lower BER over a higher one. Maybe adding experimentation to footprint, maintenance costs, power usage, lot usage.


I was adding to the thread in an attempt to open up thinking about the system, instead of just blindly adding to what we have currently, because you added a few ideas that have been that discussed in the past. It hasn't been this way that long, its only since last publish that we have had near double the BER rates of those harvesters before the publish.


The only problem I can see with limiting harvester to a profession, is the reduced sales an architect would suffer. And the further drain on valuable skill points. Most people plant harvesters to provideextra income for other professions, or even go miner, maybe all would still be able to plant and use them, but a miner class could do extra with them, have more lots, be able to get them to run at higher BER's, have the maintenance cost less. I mean the merchant tent was a great idea, but we hardly sell loads of them.







Inea - Master Architect - Novice Weaponsmith - Chimaera

Staz - Stazzo - Stozza
Architect - Weaponsmith - Brawler - Fencer - Rifleman
Skystone - Test Center
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