Architect Archive
Thread: Architect Fix...idea.. _-ArchAngel-_ read please...
sorry abou the bad spelling and grammer...in advance...
ok here is the idea...
we all dont want to have to buy 150k harvasters all the time and we really dont want to buy 350k guild halls all the time...
but architect's need repeat sales.. so this is what you do... ok houses/guilds make them Modular
ok this is how it works each size house has so many modular slots... depending on expermation values.. and materals used... also have that determan lot size.... same with factorys/harvastors.. each modual would add mantance fee's exept the power core..
here is how a modual works... there are many kinds.. each modual can have its permisions set just like a any other structure... this would also help with the number of lots avalible to the rest of the people in the world Why do people need 4 houses just to store stuff...
Storage - Add's150 storage space... adds one to lot size..
Factory armor/weapon/food/structure - Add's 100 storage space and adds all options a factory can do need data terminal to use it... adds one lot size
Power Core- this one is manditory... this is what supplys the building with power.. i dont see any power lines... this is the part of the structure that is used up.... depending on size of structure/moduals in it determans how long it will last and the builder can help langthen that by expermatation and the amount of fuel rods he puts in it... so have it work like this... fuel rod takes 10000 radoactive fuel.. you can eather put 1 fuel rod in the core or make fuel rod package so 6 full rods make one package last 6.5 times longer then 1 rod..I thinking a run time of 1 week per rod.. the better the fuel the longer it lasts... you can see what iam getting at.. now stuff need to be replaced.. If the core runs out the house shuts down.. nothing can be picked up or droped.. just sits there tell it is replaced... so no moving stuff.. 8) does not add any lot size..
Miner Modules- put in miners same type of thing go off hardness of the metal used in making it... more or less its replacement drill bits..does not add any lot size..
Level Modules - adds another floor to your house... have sevral layouts... have to get a Elevator item made looks like a armor crafiting station fits in corners walk into it hit down button... have to place one on lower level the first time you go down... Add's 1 to lot size.. expermation to this can add more modual slots to a home.. this would go underground..
TurretModules - all houses have some land around them puts up some small turrents around the house used to clear close spawning wild life... be able to set it to attack oposing faction - downside they could dmg the guns.. only oposing factions could hurt the gun... adds one lot..
Mine fieldModules -same idea but with mines.. adds one lot..
Entertainment modual - allows you to set music type that will play in your house all the time win-amp you get idea does not give you any enteraner healing... does not add a lot.. little extra mantance very little this one might have a chance of buring out..
Data Modules - allow people to store data/pets at there house... adds one lot.. lets pets wonder the house... would like to have a little jax walking around my house.. let you set paths that the go on though the house... this one might have a chance of buring out.. if it burns out data is not lost just not useable tell a new Module is put in...
Most of these moduals would need terminals to enterface with them... they would help free up land.. make architects more usefull even if only making power core/mine fields/turrent moduels I think this would help out alot and it would help with the storage issue as well.. on expermatation you could get guild halls down to like 4-5 lots.. it still needs work but would really like to hear what people think of my idea please post any thing else that needs added.. thanks for your time...
ShadarLocoth
Eclipse
Don't worry about the spelling friend, actually this is a good idea. Orignally, back in beta, the devs discussed modular housing. We can always hope though....
As far as replaceable parts in various harvesters, modules/powerupsand so on, we are currently discussing itunder the "Decay" thread if you want to have a look.
We'll be putting decay and modules/powerups to a vote, though I think the "power rods idea" is especially good because people already need power, so just creating a power rod would give renewable money to architects AND not piss off the community to use such words.
By the way, no need to put my name in the post... I have too much spare time on my hands, I read everything ![]()
Not bad. I don't particularly care for needing 10000 radioactives for a fuel rod and last only a week though. Idea not bad, amount needs adjusting big time though. 1000 rads for a week maybe.
ya the amount of rads needed is flexible it would all depend on the load you put on the power system if you have a guild hall with 4 factory modules and a extra level with a entertainment modual and a data modual you get the idea it would eat up the power alot faster then a small house with no modules...
and i not taking in the affect of how good the rad's are like 999 PE power would last 2 weeks.. i was going off 10k power because thats what my heavy harvasters use.. but its all just a idea untell a derv looks at it..
most of the code in the game is already there.. when it runs out of power it give you the you dont have permision to use conainer message... and geezz all you would have to do for the factorys is rebind the factory interface to a terminal not to hard simple copy past... same with most of my idea's elevators are already in the game so code is there... the power to PE code is there.. the data unit is there mostly... droids..
the only one thats not really there is the music one.. you would need to get a recording divice and have a band play and it records the song that they play alowing playback.. not to hard really because its already being sent to your computer anyways...
turrets are in the game and so are the mines sooo.. really it would not be that much work.. some structures already have level so that code is there... if i missing anything else let me know...
Well I suppose the rad level could affect experimentation. I'd say you could craft a fuel rod that takes 1000 rads (or whatever) and dump as many of those suckers as you'd want into a structure. We're stepping on powerup territory here though... With bigger rods (like 10k instead of 1k) it'd be more of a "blow and go" thing. This way you wouldn't have to crank out 500 of these bad boys for all of those people out there begging for power because there arent enough architects to supply it. The other thing with fusion rods is it eliminates the use of other power sources. Of course then you could get into the whole "How about using all types of power" debate.
Heck! Why not just dump all types of power all together and have architects be the only ones able to make power for buildings... MUHAHAHAHAaaaa
Devs: Uhhh... no.
hehe you got a point there but as it stands right now the power market is crap...
i dont think the power cores need to be used in miners because you have to put fuel in them now anyway..
my nuke puts out about 16k a day in power at 75% i only need 1 to run my 15 heavy harvisters i got... shoot i stockplileing the stuff got over 80k just sitting on the floor..
as for using other power i guess you could but what sounds more starwarsie NUKE power or i got a wind generator on the back of my house?
easy fix have a liquid powered verson of the power core.. call it a fuel cell after them hibride hydrogen powered cars...
or how about this idea you guys all taking about limited numbers or redeads right why not make deeds?????????
you need to get a Small/med/High volume deed evertime you want to redeed somthing.. the item never goes away you just keep getting cheeper deeds... I would pay a extra 2-4k evertime i had to redead as long as i could get a crate of them.... shoot i would go though like 40k a week in redeed fee's alone..
ShadarLocoth Darkon
Eclipse
the key thing about my idea is that it saves space in the world and gives you guys a repeat cliant base...
nother idea is moving containers... you add to radial menu on house ... pack up house option... it stores evething in the house in a crate takes up every bit of space on a person empty but one slot for the house deadand cant be stored in houses/banks then you dead up your house walk to new location and drop house and unpack.. have it keep the same data base from other house so puts stuff back where it was... and if you put decay in the game on structures if the house rots it crate's up everthing that was in it and puts a crate on the ground that only you can pick up.. where your house was stays there for a week or 2....