Architect Archive

Thread: Altenate idea to decay

b_austen
Wed Oct 01, 2003 11:43 am
#1

Decay would be one way of generating business for Architects, however it is not very creative. I would rather their be some why to add abilities to buildings, or to expand upon the building current abilities.


Simple suggestions would be to add more storage space to buildsings by adding extra stroage modules during crafting, or by making furniture actually work as storage. Store schematics on bookshelves, resources in chest, and etc. Total storage within a building could still be limited. Make small house hold 100 items, and then give the option to hold up to 150 with the help of furniture or built in storage.


Other options could be to have the ability to add power-up like modules to houses. These modules could be added at any time of only durring crafting. If a module could increase experimtation of crating by 1, it would be of great use to a crafter. Or it could increase the ability of mind healing for entertainers. These modules could expire (just like power-ups) and give the architects a constent flow of revenue. If some modules could only only be added durring crafing, then people would need to buy new houses with different skills as their characters change to new professions.


Anyway, if houses are ever going to be more than storage depots, or eye candy they need to have some advantage for the owner. Allow the architects to create these advantages. Make house more like house in the Sims game.



B_Austen

Philomorph
Wed Oct 01, 2003 1:27 pm
#2

This is an interesting idea! Powerups for houses, and why not harvesters too? Althouh the architect could make ones for houses, the DE could make them for harvesters.Some could be permanent too, but would take up some storage spaces.


Ideas for permanent additions:


- Upgraded Entertainment System (by DE) - Improves performance related stuff for entertainers. Requires Medium, Large, or PA hall. Takes up5 spaces. Added any time after placement, stays on house even if redeeded..


- Upgraded Storage Unit (by Arch) - Adds 20 spaces to a house per lot. Greater experimentation improves # further. Added at creation time.


- Upgraded Kitchen (by Arch) - Basically a built-in food crafting station. Takes up 5 spaces, but would allow anyone in the house to cook as if next to a crafting station. Note: does not work for chemical crafting. Added any time after placement, stays on house even if redeeded.


- Medical Upgrade (by DE) - Basically gives a healing bonus inside the house for just sitting around or maybe only for actual healing. Takes5 spaces. Requires Medium, Large, or PA hall. Added any time after placement, stays on house even if redeeded.


- Laboratory Module (by Arch, requires DE parts) - Same as Kitchen module, but for medical crafting. Requires Medium, Large, or PA hall.


There are a lot more possible ideas, so let's hear 'em.




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We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Skalded
Wed Oct 01, 2003 1:39 pm
#3

These are very interesting ideas, here is another:


Make it where experimentation actually works, high experimentation on houses give more storage space...crit fails reduce it, hig experimentation gives harvesters a boost to production and storage, conversely, crit fails reduce it. Seems so simple, things scale appropriately just like with armor crafting and weapon crafting. An architect dabbler can make homes and harvesters, but nowhere near the quality of a master.


Uzaneedit Izamakeit - Valkyn

Philomorph
Thu Oct 02, 2003 8:34 am
#4

Skalded, your comments on experimentation are appreciated, and we would all like to see them implemented in some way or another. The problem is that they aren't enough, because once architects figure out which materials give the top-end machines, and the masters all start churning out the same stuff (basically), then the market again stagnates.


We need something to continuously make better stuff as the world progresses to keep the market churning.A world where things wear out but never get better is pretty boring and completely unrealistic. It's a major problem with most MMO economies.




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
b_austen
Thu Oct 02, 2003 1:54 pm
#5

While expermientation would be nice for architects I think Philmorph is absolutely right.


In order to create more business for Architects they should be able to make different types ofhomes for different people. Since we can't have 50 versions of a small house (they would look different, but function the same), it would be nice to have house that has 2 or 3 expansion modules (see above for some great ideas). To havea wide range of differenthomes, allow 10 different types of modules to be part of of the game. For example, if there are 3 modules slots for a house, and 10 different options avaiablefor each slot (and you didn't add the same module more than once)you could have 720 different types of houses! With all these different combos people might be willing to buy more than one house, or toCHANGE houses as their needs change. If houses could only be dropped once, and allowed to be transfered after it has been dropped, this would create a true real estate enviroment. The way it is now, you buy once and there is never a reson to buy again unless you change planets (unless you get a generic house, then you never have to buy again).



B_Austen

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