Architect Archive

Thread: In response to Q-3PO's asking what architects want...

Fraktur
Sat Aug 16, 2003 9:55 am
#1

This is a copy of what I posted on his forum. Hopefully, it won't be lost here. Please post what you think.


[quote]


I'd like to see buildings decay. Meaning, you would either:


a) Need to hire a master architect to come to your home to repair it.


b) Need to purchase interchangeable items from the architect (power core units, wall modules...) to repair the house.


I'd like to see a set # of times harvesters/houses could be redeeded. For example... engineering level deeds would not be able to be redeeded. at novice architect, you could perhaps redeed once or twice per structure. As the Architecht gained experience, and progressed along the Archi tree, the # of times a structure could be redeeded would be based on the craftin architect's skill & experiementation. i.e. a mid level architect could make a harvester that could be redeeded 3 times, whereas a master architect could make a harvester that could be redeeded 5+ times. All varying on the size of the structure & difficulty level of crafting the structure. Certain races that gain bonuses in experimentation (humans, and the fish face race...) would naturally have structures that could be redeeded more, if not only once more, but more nonetheless.


I'd like to see structures, mainly harvesters, have an experiementation efficiency value that would allow them to harvest resources at a higher rate. Using more resources/maintenance of course, but they would produce more in less time. In conjunction with my idea about the # of times a structure could be redeeded, this would then give the architect the option on what he can make the harvester do, and also give the customer base the option of having a "longer-lasting" harvester, or a "faster-producing" harvester.


I'd like to see more furniture/plants, with the experimentation making the item more elaborate, or experimentation so the furniture is more durable.


I'd like to see structure factories having a larger input/ouput/ingredient hopper to make the larger modules.



I realize this is a lot to ask for, but Q asked what we would like, and here is my 2 credits worth.


Thanks for listening!


Tik - Master Architect on the Lowca server.[/quote]


Tik

Ropock
Mon Aug 18, 2003 1:52 pm
#2

hey, a non-architect responding!! Thanks for the input!


I think he hit the nail on the head here on decay. Very long term decay would be ok on parts, but as soon as you put it on houses, he asked for lower maintenance costs.


We all know that maintenance costs are not going down. They are the most effective money sink in a game where the devs already believe there are too many credits floating around. This effectively kills the idea of decay on houses.


I say again, we need ideas that RAISE demand for our products, not LOWER it.




Ropock Epock
Master Architect
Moenia, Naboo - Kettemoor

Interior design screenshots at www.81x.com/gridlokk/SWGdesigns
Synchronicity
Mon Aug 18, 2003 2:28 pm
#3

I'm not sure why no one has suggested this yet, but why not just give the Architect a percent of the maintenance cost for whatever building he or she built and is being paid upon. This would take out all the decay pros, and give the Archs a stream of income on durable goods. Does'nt have to be a large percent, but 5-10% should be more than enough.



My 2 Credits.


Phoebe

Fraktur
Tue Aug 19, 2003 12:10 am
#4

no comments?
Uultak
Tue Aug 19, 2003 12:31 am
#5

Well, I for one would like to see some of those but am reluctant to set such restrictive limits on re-deeding. I would also caution that decay of housing and structures should be VERY slow. Too much decay happening too fast will kill the architects as people will get sick of the constant repairs. As a casual gamer, I am even wary of the upkeep on a house as it is now.


Things I DO want to see added for sure;


Launch pads: when the space expansion comes out I would like it if you had to have a pad (small medium large depending on the ship) to land your hotrod rather than putting it in your pocket like you do with your bantha, LOL I would like the ship to be more like a structure.


I would also like to see stables for mounts when they are introduced, so that next to your house there might ba a stable or pen with a Banthat or something in it.


I think these items would make god additions to the Architect profession and give the player settled areas more character.


Finally, I think that an Architect should have more lots than other players. Not a lot more, but some. A master architect, who's business is the repairs of homes should be able to have a big house, and a structure factory, and enough mining rigs to get the materials they need for crafting those parts.

Vredek
Tue Aug 19, 2003 12:35 am
#6

I usually don't post in other professions forums except to ask questions. But I needed to say something here.


I like your ideas about more efficient harvestors, and factories with larger hoppers. And I really have no problem having item decay on harvestors/houses, or having to buy replacement components for them after XXX amount of operating hours. That is assuming they lower the maintenance costs of running them.


However the redeeding idea I don't like. If I go and pay 100k+ for a heavy harvestor I don't want to have to go buy one after 5 resource shifts, especially with no way to tell the length of time a resource has been sitting there. If you have a bad day you can shift a harvestor 2 or 3 times. And if I have to shell out 100k+ for a new harvestor every couple of weeks, especially with the nerf to mission payouts, I'll go broke.


Having replacement components being required the more the machine operates is a good idea. I would gladly pay a resonable price for a new power core after my harvestor has run for 500 hours or something. Or having to buy a new one for my house once a month or so.


But limiting redeeding is not, IMO anyhow, a good idea. All that will achieve is force people to leave thier harvestors whereever they place them last so that they do not loose thier rather significant investment.




Vredek Grak'dral
Bio-Engineer
CEO Relliance BioGenetics
Anchorhead, Tatooine
Kauri Server
Page 1 of 1
Previous Next