Architect Archive
Thread: CAST YOUR VOTE !!!On Future Arch Changes. Let your voice BE HEARD !! NOW IS YOUR CHANCE!! 2-7 po
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Crimsonsplat
Tue Feb 08, 2005 9:32 am
#1
A, AA, AB
AA =Cut skill point requirement for Merchant in half by combining the four trees to two. If I were going to say "shoot the moon" I'd say eliminatepoint requirements entirely, ala' Politician.
AA (alternate form) = One acceptable alternate would be to allow me to spawn extra vendors in other people's houses, that they control & stock, but I get a cut from. Number and quality of "leased vendors" to be limited by a new column (room made by combining twoexisting columns).
NOTE: The fact that K, which is a MERCHANT issueappears in an archtect listing--and is one of the most popular selections, just bears out what I havesaid before. There are few "true" merchants (but they are vocal!), most are crafters who want to sell their own goods and find the Artisian tree too restricted in terms of inventory.Merchant is nota viable independant profession (although some make it work), insteadit is anecessary adjunct to a crafting profession. There are not enough people who want to pursue Merchant as the devs concieved it to make the economy function anyway. If it weren't for 2nd accounts, I think the SWG economy would grind to a halt.
AB = Improved macros for handling harvesters. make '/struc select resource x' work, where we could add a variable of 1-n wheren is the number of items currently spawned on the planet that the harvester can obtain, ranked by sequence in the survey tool. So if the Carbonate ore I need is currently listed as the fourth spawn on the tool, I can change my macro to '/struc select resource 4' and throw a harv down, hit the macro to add power, maint, & set the resource to obtain, then run before that mob aggros me. Ditto for commands to empty the hopper...
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