Architect Archive
Thread: Structural Evolution
Just posted this in the weekly structure idea thread, figured it could turn into something more so lets see what people think!
As a Politician and Architect with a love of decorating, whether home or museum,theres loads of ideas that come to mind and here's my legacy!!
Actual Structural Modules!!!
I've given structures alot of thought, my best idea is ACTUAL STRUCTURE MODULES. What do I mean? Well, customizable buildings! Armor is customizable, energy, kinetic.... droids.... lets not get started there, so what about structures!? There should be an entire lot of schemsintroduced(ok, ok, arch& structure revamp perhaps lol). Heres what I've come up with so far and this is only very very shallow! Or maybe I've made it too complex, which means throw your input in and lets make it work!!
Current Issues I have with structures:
- Item Limit!!! GRR Can't have a museum with homade display cases and displays unless its only ONE ROOM!
- Layouts (some are ok, some are... wasteful)
- Lot Requirements
- Lack of customization
- Lack of adjustable perforamce based on crafter skill
NOW Lets attempt to adjsut these!
Step One, Skelaton Deeds: traditional wall &storage moduleand power requirements. Gotta love those gens!
1 Lot Generic Deed
2 Lot Generic Deed
10Lot Generic Deed
Lotscount is just as similar as encumberance, the bigger and better the moreyou mustsacrifice!
Each deed has a certain capacity, say each lot has 100 "count" (useful for storage ->1-10 lot deed = simple empty building with 100-1000 item storage!). From this, there are modules that have a "count" rating based on their quality. Get a built in factory for x out of 100.As for modules, heres what I've come up with so far:
BASE MODULES
Factory Module: This module has a premade visual model with a simple terminal( a terminal other than a maint term. come on devs leets get creative!) I'll highlight each subcomponent in depth.
Living Module: Rather difficult to describe this... submodules would play an extremely large role in this process. I'll highlight each subcomponent in depth.
Display Module: Perhaps a view different visual models, making tailors, armorsmiths, weaponsmiths and museum junkies happy! (I am a museum junky myself, so be proud!!) I'll highlight each subcomponent in depth.
Workshop Module: take input hoppers to the next level! Read the submodules!
Arena Module: Just thought of this one from reading previous posts: so work with me... lol Basicly a module that starts out as X x Y and completely customizable. I'll highlight each subcomponent in depth.
Public Service & PA Module: Make those politicians & PA leaders arehappy eh? Voting terms, perhaps some nice graphics that are city/PA specific!
Transfer Modules: Thought about making modules fit together, here you go!
SUBMODULES
+ Factory Modules: (new genric types, in an attempt to help preserve the old factories and subfactories could have a creation rate, rather than BER)
Electronics Production Module
Harvestor Production Module
Clothing Production Module
Additive Production Module
Medication Production Module
These all being basis modules that require ore... steel....
Quality Factories: (as in armor theres comp armor segments then theres ADV comp armor segments..)
Structure (need x of a certain type of ore, y of this steel etc.)
Wearables (need x of a of a certain type of ore, possbily being different from the structure module, same with other resources perhaps)
Equipment (same)
Food and Chem (same)
Living Module (hm, life of a millionaire or the life of a laborer) This is where everything gets fancy or dull, make a mansion for looks or make it for functionality. What I'm thinking with these is planet specific room modules on three basic scales then a grand scale. Entry way (required for an generic lto deed). Classes being: Naboo - Commoner // Naboo Moderate // Naboo Royal // Tat Commoner // Tat Moderate // Tat Royal - etc. Then, with each module, these classes are thrown in. Heres a list of modules, simply add in the... 12-16 different types for each one:
- Ball Room
- Bed Room
- Entry anythign from a square room three stories tall with sorrosponding swinging doors to a grand stair way onm each side!
- Dinning Room
- Entertainment Room - ok, call me an idoit, but do effects droids only work in cantinas? if so, they could b workign in your own home!
- Den
- Anything else that would be nice for just hanging out
Display Module (for the shop or extravagent millionaire): Display those pre-nerf krayt weapons and 90% resist armor, make the museum of your dreams or display your latest armor or clearence items!
Again, these modules are simple, just a variety of shapes. Square, circular, tall, long, etc. So Just give them numbers or perhaps titles for ease of client architect relations. Each with there own dimensions. And no not furniture, remember these are submodules and you can fit a certain amount into a display module creating an array of nice displays that dont coutn as items!
- Display Circular 1
- Display Circular 2
- Display Circular 3
- Display Square 1
- Display Square 2
- Display Square 3
- Display Rectanglular 1
- Display Rectanglular 2
- Display Rectanglular 3
- Weapon Case ( Rifle // Heavy Weapon )
- Weapon Case ( Pistol // Carbine )
- Weapon Case ( Melee )
- Armor // Clothing 1
- Armor // Clothing 2
- Armor // Clothing 3
hope i didnt go over board... lol
+ Workshop Modules (basicly an extended crafting station) A workshop could require a previously crafted station to be present or inserted into a module during construction or something. Point being that the storage containers act as the input hoppers with some sort of autoload.Simply boot the crafting tool, and rather than haviung a single input hopper you havean input hopper thats takes into account everything workable for the laoded schem right there at your finger tips!Quick organization for the profession Artisan!
+ Bulk Resource Storage Module: it takes approx. 1.5 million units of Ore to run 100 heavy mineral harvestors! Thats insane! 15 item storage right there and thats only the ore, what about the metal!? Basicly resource only containers, no items, no components, no containers, big hunks of resources only. I know I've broke this down enough, but if the devs felt like making hardcore workshops there could be chemical drum, mineral.. cabinet(some cool technical term... here I lack, lol) etc. As a storage bonus Storage containers take resources and make them count as 1/2 of there actual storage value. So 200k of steel would only count as 1 item.
+ Compnent Rack Module: A rack that stores crates only and functions exactly the same as a resource container.
+ Hanger Module (Need a better term): Something along the lines of class specific storage containers, where would those droid chasis be stored in the mass of things? Hanger Module perhaps, bakery module for chefs, etc.
Arena Module: could be a fun module to mess with, perhaps 1 to 3 dirrent dimensions to start with. All Arenas start as a simple flat area of the selected dimension:
Modules:
- Cage: House owner is the only person who is able to lock/unlock the gate to the cage! Cage is made to not let heals/fire in from the outside or the opposite.
- Laser Fence: Get a health bleed and possibly dizzay or something crazy like that. Maybe just knockdown, but some negative effect that puts the runner at a disadvantage for hitting the wall. Again, same as cage, no in or out interactions.
- Droid Module(DE required component): Hmm, generate aggro NPC battledroids? Make it feel a little mroe Roman with a SW touch!
- Creature Module(CH // Be required component): same thing as the droid module simply exxchanging droids for creatures.
- Elevator
- Stairway
- Accesway (narrow hall way for large shops)
- Grand Hallway(mansion style)
Module Placement:
Ok, how the heck are these module things going to fit into a skelaton deed!? Ok, math is easy enough to do in the future and I'm sure workable dimensions may be developed by the people who are paid, lol. For now, I'll use a simple example to project my point. Example will be a 1 Lot Generic Deed The dimensions for this deed could be something like 2w2h2l a 2 Lot may be 4w4h4l or somethign along those lines, I don't think something that small will work though if transfers are going to be used. It'll probably be something like 1 Lot is 12x12x12x so that everything is ble to be used accurately and smoothly. Best of all, a simple cube GUI for inserting the modules would be one of the best things for arch ever! Hmm, where to put the workshop?, no for the elevator to it! AND thats where creativity wins all and architect gods are born!
Planatary Placing:
Hmm, I'm trying to ponder on the intesnsity of this. After spending 3 million on a house with everything you need, you'll want it to be mobile for when you want to move, though, if it were Naboo Only, Dant Only archs would have a nice flowing market.OR the way it is now, using one of the four planet possiblities (selectable from a drop down during skelaton deed creation the same as stautes etc.) may be justly balanced.... Or hey!!!! More modules! throw a tat module in there, with.. a naboo module and its placable on tat and naboo!!! LOL.
Sculpting Out These Structures
Now this is another road to possibilities.... Since the basic structure that's being crafted is cubic in shape, there could simply be a selection of "skins" available that take a general cubic form. Some may add arches, some may add resemble and office building etc. What could really be awesome is having questable/loot able "skins." Now thats classy! And honestly, I couldn't think of any other way to make these thigns work from the outside, you would just have to use a drop down with a VISUAL DISPLAY THAT THE DEVS ARE GOING TO INCORPORATE... right devs... lol.
OVERVIEW
Obviously this is an extreme change for structures, and I realize the amount of overheard required to code, test (HAHA.. sorry) and impliment this amount and level of data. Though, It would defetnely be worth it! I think modules would make the architect profession more like an actual architect, enjoyable, more complex, greater weight on player skill and creativity as well as a sensible adjustment to the evolving economy of SWG. Anymore, things run millions! Witnessed AV-21s going for 3 million not to long ago and thats just a veichle. Point being, inflation and the best part being archs wont be completly filthy rich from this process, if done correctly, the resources and the specific resources required will help gouge out perhaps 50% of the cost. Players are happy with the never ending demand for lot and item adjustment and seeking architects will be the same as seekign armorsmiths. No running up to random archs asking for the MAX BER harvetor that nearly every arch can make, it'll be like finding that armorsmith that can make 80% ubeese kinetic and 80% effectivness comp! I know this is slightly deviated from the simple "new structure ideas!" but hey, I heard something I really liked.... STEP UP OR STEP OFF!
- The whole thing is a little complex, and could be pretty hard to understand for any of the would-be buyers.
- The devs would never do something like this (Or atleast not the whole thing) for a few reasons, WAY too much coding would be needed, WAY too much testing would be needed and WAY too much graphics design would be needed. For them to implement something like this would be phenomenal, I mean this whole thing would involve completely revamping the way the house system works.
I do agree that it would be great if something like this were implemented, but to put it quite simply... its never going to happen
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