Architect Archive
Thread: Not A'lot'
sorry to say it, but your idea got several flaws :/
first off its silly to give larger home lesser storage per lot, thats exactly same crap what the devs did right now.
in your system everybody still would set just bunch of small homes, cause simply more items per lot in the end (only difference u did is increase 75 to 100 per lot on smalls, sorry thats not working)
the set amount of items per lot right now is fine with me (sure i would love to see more items per lot but well)
the main problem is that they DONT give the set items per lot atm, only small and medium houses do that,
your system would needs then to be
small 100 / 1 lot
medium 200 / 2 lots
large 400 / 4 lots
guild hall 600 / 6 lots
then its working and would be same as it should be beside more items per lot
(BTW the lot differences between the homes are the good idea on it, and reduce guild hall lots anyways, plus make all guildhalls cost same lots i want to add)
city hall u missed one point, city hall belongs to nobody but the city so its not good idea to store items in it, but yes i would like to see decoration in it which we can place.
the mayor of a city dont have to spend lots for a home, he got all his lots for his free will usage. a city mayor is declared residence in the city hall if u didnt knew it
he only needs to place a house wqhen hes not anymore mayor and wish to stay citizen.
end result:
just let them adjust lotcosts to homes and give definately 75 items per lot (more are welcome tho) and all would be fine.
Veers - Master Architect / Master Artisan / Master Droid Eng. from Talus (SWG Beta Tester)
Anyway, as Veers stated, you are not making much sense.
I'm gonna throw in a little suggestion myself (using your lot count):
Small house, 1 lot; 50 items
Medium house, 2 lots; 120 items
Large house, 4 lots; 320 items
Guild hall, 6 lots; 600 items
City hall, 8 lots; 960 items
This is by the formula:
X * 90 + (X - 1) * (X * 5)
That turns the more lots you use for a building, the more each lot gives, and thus rewards it's lot size.
1 lot = 90 per lot, 90 total
2 lots = 95 per lot, 190 total
3 lots = 100 per lot, 300 total
4 lots = 105 per lot, 420 total
5 lots = 110 per lot, 550 total
6 lots = 115 per lot, 690 total
7 lots = 120 per lot, 840 total
8 lots = 125 per lot, 1000 total
9 lots = 130 per lot, 1170 total
10 lots = 135 per lot, 1350 total
Or, in other words;
Small's would be only one lot, but store 15 more / lot, at a total of 90 items.
Mediums would still be 2 lots, but now store 20 more / lot, at a total of 190 items.
Large's would still be 4 lots, but now store 42.5 more / lot, at a total of 420 items
(as much as 5.6 small's would do before, or 60 more items than 4 of the new small houses)
Another thing that could be usefull, is that when a city hall is placed and the city registered, the city would transfer to the so called city lots.
Pro's:
No lot use for city hall, thus rendering the owner of the city hall able to keep his in game life normal compared to others.
If the city is destroyed, the city hall goes with it, so it shoulcn't be used as a storing place by just anyone.
Con's:
If the city is destroyed, the city hall goes with it, so it shoulcn't be used as a storing place by just anyone.
People will whine that the the owner of the city hall can have much more storing (maybe make it so that the mayor is the one with the admin rights to the city hall?)
Oh, just slipped to my mind:
Merchant's should get a skill modifier to increasing storage per lot (always rounded up to closest whole number):
Efficiency I: 10%
Efficiency II: 15%
Efficiency III: 20%
Efficiency IV: 25%
Master Merchant: 40%
(that is counted together, so its 10 on #1, 5 more on #2, another 5 on #3 and #4, and a whole 15 on master)
Of course, I presume that this is phrased in such a way that noone dreams about arguing about it as they do about the "drop vendor skill but retain vendor" bug. Maybe something like:
"This skill increases the amount a player can keep in his buildings." Not how much he can put in it, how much he can store (in other words, if you drop the skill, the last items added that exceed the limit will go "POOF". Be sure to add a line when surrendering any of these skills that items in houses can be lost. Also add a counter in the house so you can see how many items you have in it, so you can know when it is safe to drop the skill.
Hope I didn't forget anything
Medium house, 2 lots; 120 items
Large house, 4 lots; 320 items
Guild hall, 6 lots; 600 items
City hall, 8 lots; 960 items
2 lots = 95 per lot, 190 total
3 lots = 100 per lot, 300 total
4 lots = 105 per lot, 420 total
5 lots = 110 per lot, 550 total
6 lots = 115 per lot, 690 total
7 lots = 120 per lot, 840 total
8 lots = 125 per lot, 1000 total
9 lots = 130 per lot, 1170 total
10 lots = 135 per lot, 1350 total
Mediums would still be 2 lots, but now store 20 more / lot, at a total of 190 items.
Large's would still be 4 lots, but now store 42.5 more / lot, at a total of 420 items
(as much as 5.6 small's would do before, or 60 more items than 4 of the new small houses)
Another thing that could be usefull, is that when a city hall is placed and the city registered, the city would transfer to the so called city lots.
Con's:
Oh, just slipped to my mind:
Efficiency II: 15%
Efficiency III: 20%
Efficiency IV: 25%
Master Merchant: 40%
Hope I didn't forget anything