Architect Archive

Thread: Major Profession Revamp designed to help Architects 08-26-03 (updated weekly)

Cyberthugg
Tue Aug 26, 2003 2:18 pm
#1

Once a week I will post a list of my suggestions and ideas. If you have additional ideas post them. If i like them I will add them to my list. I have given serious thought to each of the ideas listed here so unless you come up with a very valid reason why something has no possibility of working (other than its too hard the devs wont do it and such) It will stay in the list. You may not like the idea or you may not think that it is feasable but unless the idea simply cannot possible work I will keep it.


Keep in mind these are not all my ideas. Just ideas I have come up with or picked up from other peoples posts. I credit the whole board with helping me create this idea list.


THIS IS NOT A BUG LIST I KEEP THOSE SEPARATE


Also all these ideas are interrelated please refrain from dismissing an idea until you have read the whole post as while there maybe an idea that sounds bad or wont work on its own, the following ideas will make it more agreeable.


DISCLAIMER:


First I am aware of how difficult these changes will be to make.


Second I am aware of how unlikely the devs are to make such sweeping changes.


Third I am aware of the importance of fixing the bugs. (I already have a large post about them.)


So please no the devs wont, or thats to hard or you should focus on bugs, etc... replies.


I will only address comments that can prove that any or all of these suggestions will not work in any realm of possibility. (It does not mean I won't respond to negative replies but I won't address them.)


END DISCLAIMER:


I. Lots


B. Limit Starting lots to 0.


C. Residential Structures ignore Lot counts. Each player may own one Residential Structure of any size.


D. Players who have used all thier skill points gain the ability to place a second Residential Structure of any size.


E. Restrict lot types to those in the proper profession.


1. Extractors(other than disposable or personal) to Mining Engineers.


2. Factories to Artisan.(And advanced crafting professions.)


3. Commercial Structures to Merchants.


4. Military Structures limited to Factionally aligned persons. Covert can only place within PA boundries. Overt can use on battlefields. Structures can be damaged/destroyed by opposing faction and would require repair by a Maintenance Technician or replacement.


F. As you improve in these various professions you gain access to more and more lots of the appropriate type. There is a hard cap.


G. Limit the areas on the planet where you can place extractors. This can easily be accomplished by restricting resource deposits to certain areas. then let the players clutter them up. (there are alot of empty areas on the planet so this doesnt have to be too limited.


II. House Design.


A. Allow house interiors to be designed by the architect instead of the cookie cutter design. Require an entry hall to allow the game time to render the interior before the player can see it.


B. Create a seperate building type for businesses. Buildings range from small like a pub to large like a night club or department store.


C. More variety on the exterior. (I'm sure this is already in the works.)


D. Allow use of named deeds on similar planets. IE Corellia on Talus, Naboo on Rori etc...


III. Automation.


A. Allow Automatic Debit from bank acct OPTION. This would place 1 days worth maintenance into Structures each day. It is up to the player to keep his bank acct full. Allow the ability to split maintenance costs when owned by multiple people so the automatic payment would take the appropriate amount out of each person acct.. I can do a bank to bank transfer from my datapad to another player who atm may not even exist yet i cant have money automatically withdrawn from my bank acct to put into structures?


B. Automatic Power distribution from power generator structures to other structures that require power. (Can setup this up so it only works on structures within a certain radius of the power source.) Havn't the devs ever heard of extension cords?


C. Automatic Email on Structure status changes. IE Resource Depletion, Maintenance Depletion etc...


D. Ability to remote operate structures such as harvestors through the data pad.


E. Allow specific line of droids to manage all structures including removing resources from full structures. (I know about the whole "if you place a harvestor in the woods and nobody is there to see it does it actually exist" thing)(these droids could be made to work with the same system ... they are not really there unless somebody is there to see them.)


F. Allow scheduled or automated shutdown at set times or on certain conditions. IE to save maintenance/decay I might run my harvestors only 16 hours a day as opposed to always on. (some think this is not necessary. Hey I might be short on cash one day and due to RL obligations will be unable to make enough credits to pay the maintenance. with this system I would be able to slow/stop the fees while I attend to the RL and then return without being penalized for having RL problems.)


IV. Administration.


A. Allow various levels of administration within a structure from general access to drop/pickup to redeed access.


B. Ability to set access levels to various levels/rooms. (IE: being able to lock the lift so only certain people can use it to get to the basement however the general public can freely access the main area.)


C. Automatically refund credits to persons who for whatever reason are banned from your structure who have made a purchase but not yet retrieved it. Provide a warning message to the person doing the banning that the target has an outstanding purchase. Or if you ban them the item(s) gets sent to the nearest bazaar with an email notifying them of this.


V. Maintenance.


A. Allow the removal of power/credits from structures.


B. Allow droid engineers to create a module or line of maintenance droids that can be used to reduce maintenance costs of structures they are assigned to maintain.


C. Do not charge maintenance during server downtime, lockup or extended loading periods. (power is not charged so why is maintenance?)(I know technically why, I just think its stupid and lazy.)


D. Do not charge maintenance on extractors that are not running. (However place a time limit that extractors may be left not operating before they are removed from game. IE 3 days.) (I understand the need to prevent people abandoning extractors but with the current lot limit size how prevelant is this problem?)


E. Reduce the maintenance fees on general decay for extractors. However add fee multipliers to extractors that suffer critical failures as explained under section F.


F. Re-add the ability for extractors to function under 100% maintenance. (However not only reduce efficiency, but also allow for a chance of critical failures that increases in severity the more decayed the extractors become. Some examples of critical failures include. Permanent Breakdown, Minor breakdown requiring repairs, Destruction of the extractor with loss of all material contained within. Security failures resulting in loss to theft of material within. etc...)


VI. Payment Plan


A. Create a new trade system that allows payment systems to be setup and agreed to. The options include setting the amount of the payments, the number of payments and timetable for payment. Failure to make the proper payments at the proper time opens up an option for the seller to reclaim(foreclose) the deed from the buyer. Making this optional instead of automatic allows the players to try and work things out without uprooting a player for what may have been an honest mistake. Keep in mind the seller keeps what money was already collected. that would be too hard to try and return especially if they have none to remove. Payments can be setup for direct debit from the buyers bank acct. then all they have to do is make sur ethe payment is in there.


VII. Decay/Fees


A. Residential Structures do not decay. Ever. (This is how it currently is.) Maintenance fee changed to Property Tax. (Could also add system to where location determined the amount of tax the owner(s) must pay.) Redeed cost as normal.(maybe balanced a bit better for the various sizes.) I like the idea of your location determining your property tax rate so if you build in a nice area your rates are higher ...this would give the devs a greater degree of control as it would allow them to determine what areas are considered good and what areas are considered bad. This can even be extended to mayors of player cities to allow them to influence where structures are built.


B. Commercial Structures do not decay for a set period of time. This time as well as thier decay rate when they do start to decay can be altered through experimentation. Maintenance costs start out cheap and once decay has started begin rising until the owner must replace the decaying structures. (This system would halt the functionality of a commercial structure until the owner bought and fed a new deed of the same lot size into the old structure. The structure decay wait times/rates would be reset to those of the new deed.) (Essentially this will allow a person to replace a building without having to move everything out and destroying the old structure. The player would have the option of using the old interior or the new interior. The new would simply overwrite the old and all items currently within returned to inv or if inv full placed in open space in new interior.


C. Industrial Structures only decay when redeeded. The amount can be affected by the presence of a maintenance droid or your particular repair skill or even the presence of a Maintenance Technicion. The amount can also be reduced by paying larger and larger amounts during the redeed process. Decay can never be eliminated but by using the techniques above you can severely reduce its impact and extend the life of your structure. Functionality will decay each time it is redeeded until the owner has no choice but to replace the structure.


D. Military structures do not decay nor do they cost maintenance. They can however be damaged and possibbly destroyed by opposing factions requiring repair or replacement to become functional again. Repaired items are gradually reduced in efficiency each time they are repaired. There is a standard redeed cost associated with these items.


E. Graphics for exteriors change to match the decay of the structure.


VIII. Trading/selling.


A. Show the bloody floorplans in the details window.


C. Include decay details to prevent people from selling structures that are decaying without the buyer knowing.


D. Allow advertisements of items that sell for greater than the cap on the bazaar but not able to actually purchase the Item on the bazaar. instead clicking on details gives you location of vendor selling said item. the best bet is to make this its own catagory. This allows merchants to advertise thier wares so I don't have to run out to thier place just to find out they don't have what I'm looking for. Advertising costs 500 credits per item advertised and they are limited to 20 items total.


IX. Experimentation.


A. Overall Quality determines time before decay kicks in. (commercial structures)


B. Unit Toughness determines maintenance costs to reduce decay or to repair.


C. Decay Resistance determines rate of decay once its begun or rate of decay on redeed.


X. Critical Failures.


A. During resource allocation = loss of resources for failed component only.


B. During Experimentation = minimum stats on finished item.


C. During Creation = Loss of One component and ability to go back and recreate lost component without having to start a new crafting session.


XI. Landscaping.


A. Allow buildings to modify slightly terrain to allow more placement of buildings. (I've found several great sites for building placement but because of some tiny ditch with water in it i couldn't place the stupid thing.) (Currenlty POI's can alter terrain as can our camps why not these larger structures?)


XII. Furniture


A. Fix the many many many bugs in this line. (See my bug list post.)


B. Balance the hide requirements.


C. Allow more controlled item placement. IE Desk Lamps On Desks and such.


D. Create more Business oriented furniture equipment. IE Cantina Furnishing. Restaraunt furnishings etc...


E. Add functionality to exisiting items. IE Droid detectors detect droids., Containers store items. etc...


XIII. Identical Components.


A. Keep the factory xp nerfed. The fact that you removed critical failure chances is good enough reason alone to use these factories. (yea yea i know it was like this in beta but i only count from day of release on ... otherwise just about every aspect of the game is considered nerfed.)


B. Remove the need to use identical components. I can see requiring similar components.


C. Speed up factory production rates. There should be no reason why an automated factory is slower than hand crafting an item. However manufactured items should be of a set quality dependant on materials used in the schematic. where as hand crafted items can be greatly improved. Schematics should be more limited the higher quality they are. (IE: Amazing success combines/experimentations should limit the item to a very small run where as plain success could have very large runs.)


XIV. Harvesting


A. Lengthen the time between resource shifts to 2 weeks. And have a set day too like every other monday or something.


B. Remove unnatural Alloys/composites (Steel, Aluminum etc...)from the ground and increase the base resources such as Iron, Copper, Ore etc..


C. Create a process for creating Steel, Aluminum etc... and make it part of a profession (I suggest mining.)


D. Generalize the stats on mined resources. (IE: low, medium high, super etc..)Allow *miners* to experiment on resources during the refining/processing of said resource to improve purity(grade)(Refining = improving quality)(processing = making alloys/composites)


E. Ability for well maintained structures to act as a ward for creature spawning allowing me if i keep my structures maintained at a certain level to be able to actually get to them without needing an army. Can be setup so that the amount of maintenance over the required amount improves the radius up to a maximum point. 50% over minimum = 64m 100% = 128m ... or something close to this.


Continued in reply. (20k charactor limit)

Cyberthugg
Tue Aug 26, 2003 2:22 pm
#2

Continued from original post


XV. Skills/Professions.


I. Profession: Structural Engineer - Players pursuing this profession make various structures from houses to shops to factories and harvestors to large city/military buildings.


A. Requires: Engineering I-IV + 35k General Crafting XP.


B. Novice: Structural Engineer - Personal Extractor Deeds. Personal Factories Deeds.


Title - Novice Structural Engineer


C. Line 1: Residential Structures - Starting with Small houses, Medium houses, Large Houses, Mansions.


Title - Architect


D. Line 2: Commercial Structures - Starting with Small pubs and shops, then restraunts and taverns, then cantinas and medical centers, to department stores and arenas.


Title - Developer


E. Line 3: Industrial Structures - Starting with small extractors and factories, then medium extractors and factories, then large extractors and factories, and finally multiproduction extractors and factories.


Title - Industrialist


F. Line 4: Military- bunkers, turrets, and such.


Title - Combat Engineer


G. Master: Structural Engineer - Pa Halls, Starports and City based structures.


Title - Master Structural Engineer


H. Experimentation: Overall Quality - Maintenance Costs, Resistances - Decay Rate(natural climate of location determines which resist is needed. Generic use decay.), Unit Toughness - Storage Capacity, Conductivity - Power Consumption.


I. Skills Granted: Structural Assembly - gains bonuses to assembly attempts, Structural Experimentation - gains point to be used when experimenting with structures, Construction Times - Lessens time it takes to assemble and place a final structure.



II. Profession: Artisan - Same as before with a few minor changes.


A. Change 1 - Surveying changed to Sampling and is reduced in efficiency.


B. Change 2 - All currently available structures in this line are removed from this profession and replaced with lesser structures such as disposable extractors or portable extractors. They are not as efficient as personal extractors but they are cheaper and available to those outside the mining class. Disposables cost no maintenance however only work for a set amount of time before they must be discarded. Portables work with lesser efficiency each time they are redeeded however do not cost anything to redeed.


C. Change 3 - Reduce information provided when sampling to general densities. like low medium high.


D. Change 4 - Return action/mind costs and time delays to thier previous state(or reduce them) for sampling but also reduce the yield and the time it takes to actually perform the sampling.


E. Schematics requiring advanced resources such as steel, aluminum and other processed materials should be moved to more advanced professions or setup as supplemental to the line. Ensure there is a way to advance through the artisan trade using basic resources such as iron and ore being that the processing ability to make complex resources is being restricted to the mining profession.



III. Profession: Mining Engineer - Person pursuing this profession gains the ability to locate, extract and refine raw materials into usuable resources.


A. Requirements: Engineering I-IV, Sampling I-IV and Exploration I-IV + 10k General Crafting XP, 8k Sampling XP and 5k Scouting XP


B. Novice: Mining Engineer - Ability to use all extraction related structures.


Title - Novice Mining Engineer


C. Line 1: Surveying - As you improve you can see more exact concentration percentages, See material purity and locate resources from further away.


Title - Surveyor


D. Line 2: Extraction - As you improve you can increase yields and reduce the time it takes to extract a unit of raw material.


Title - Prosepector


E. Line 3: Refine - As you improve you can improve the quality of the material removed from the ground. (increase its grade.)


Title - Refiner


F. Line 4: Process - Gives you the ability to create new composites such as steel and aluminum from the raw materials extracted from the ground.


Title - Mineral Processor


G. Master: Mining Engineer - Produces the best quality resources and advanced composites such as titanium, duraplast, duracrete etc... Ability to tie all Extractor functions together into a single interface.(basically this allows the Mining Engineer to have all harvestors excecute the same commands without having to go through each one.


Title - Master Mining Engineer


H. Skills granted: All access commands related to extraction structures. A new tool (like crafting tools) to process materials into new alloys and such. improved survey devices.


I. Other changes: Resources should be more generalized with only the basic resources available for extraction. it will fall to the Mining Engineer to take those raw materials to make non naturally occuring alloys and composites.



IV. Profession: Design Engineer - Makes items for interior/exterior structural decoration. Also provides planning and items for cities and military bases.


A. Requirements: Engineering I-IV and Exploration I-IV + 15k general crafting XP and 10k Exploration XP


B. Novice: Design Engineer - Ability to incorporate PA structures into a City or Military Base. (Requires PA's to have several required structures to determine whether they become a city or a military base.)


Title - Novice Design Engineer


C. Line 1: Interior Design - Ability to make furnishings and equipment for use in habitable structures.


Title - Interior Decorator


D. Line 2: Terrain Design - Ability to smooth rougher and rougher terrain into buildable locations.


Title - Terraformer


E. Line 3: City Planning - Ability to create exterior objects relating to cities such as streets, parks ponds fountains etc..


Title - Urban Planner


F. Line 4: Military Planning - Ability to create support objects for military bases such as fences, barricades, spotlighting etc... (fences and barricades would be limited to the base ZOC and can be destroyed or removed by PA leaders.)


Title - Military Planner


G. Master: Design Engineer - Ability to move PA structures around creating a city/base layout and re-placing said structures. This does require a redeeding cost per structure but allows the design engineer to redesign a city/base from the ground up. Structures that are not placed after a certain period of time return to the owner. Design engineers can also set aside the amount of land = to the number of lots the PA has so that only that PA can build on it.


Title - Master Design Engineer


H. Experimentation: Objects can be experimented on to be more durable or provide more benefit or cost less to maintain.


I. Skills Granted: Terrain Tool and Planning Tools to alter terrain and peform city layout tasks.


J. Other Changes: Add the ability to lay down on beds.



V. Profession: Maintenance Technician - Repairs Structures, Vehicles, Weapons, Armor and Ships to extend thier durability.


A. Requirements: Engineering I-IV + 30K Repair XP.(new xp type gained when using Personal Repair Kits to repair items.)


B. Novice: Maintenance Technician - Ability to used Standard Repair Kits to fix items.


Title - Novice Maintenance Technician


C. Line 1: Armor/Droids/Equipment/Weapons - Ability to repair aforementioned items. As you progress you improve the amount repaired per attempt, lessen the chance of failing and lessen the amount of overall durability lost per attempt.


Title - Equipment Repair Technician


D. Line 2: Structures - Same as Line 1.


Title - Architectual Repair Contractor


E. Line 3: Vehicles/Ships - Same as Line 1.


Title - Mechanic


F. Line 4: Juryrigging - Ability to improve the over all abilities on armor, droids, equipment, ships, vehicles and weapons. As you improve this line you lessen the chance of failure and improve your successes. (This is what slicing currently is.)


Title - Juryrigger


G. Master: Maintenance Technician - Gains the ability to reduce maintenance costs for a set period of time on all items that require them.


Title - Master Maintenance Technician.


H. Skills Granted: New repair tool types.... Personal, Standard, Advanced and Professional. Each allows access to more advanced items to repair.


I. Other Changes: Complete change Slicing and move unneeded abilities to Juryrigging.


VI. Profession: Smuggler - Same with exception of slicing and spices.


A. Change 1: Slicing - Ability to slice Mission Terminals(for improved payout), Maintenance Terminals(for lessened maintenance.) PvP Structures(such as turrets to disable) and Bank Terminals(To steal money.) Slicing Mission Terminals, or Bank Terminals nets you a TEF to all Law Enforement NPC's and repeated infractions can net you TEF's with Bounty Hunters. PvP slicing will net you a TEF with members of opposing factions unless you are overt opposed to them already.


B. Change 2: Spices are moved to a different profession probably dealing with medicines and replaced with Illegal modifications. these types of smugglers gain the ability to change ships identity, add secret compartments to hide illegal merchandise, add illegal weapons to ships and bribe customs officials.(would require addition of customs officials and a radial menu option to bribe them for smugglers. Success would allow the ship reduced docking fees and no chance of TEF for illegal cargo, while failure would result in automatic TEF. Title for this line would be Spacer.


C. Change the underworld title from fixer to Shady Dealer.


VII. Profession: Agricultural Engineer - allows the ability to farm and harvest mass amounts of plant and animal resources. Gains the ability to use Flora Farms, Breeder Ranches and Moisture Vaporators.


A. Requires: Engineering I-IV + Hunting I-IV + 20k Scouting XP


B. Novice: Agricultural Engineer - Personal Farm, Ranch and Logging Machinery Deeds.


Title - Novice Agricultural Engineer


C. Line 1: Farming - Ability to grow and harvest vast quantities or organic plant resources such as corn, wheat, oats, etc... Also includes moisture farming.


Title - Farmer


D. Line 2: Ranching - Ability to use ranches to harvest large amounts of organic animal resources from creatures such as bones, hide, meat, eggs and milk.


Title - Rancher


E. Line 3: Logging - Ability to grow and harvest large areas of trees.


Title - Logger


F. Line 4: Open


Title - Open


G. Master: Agricultural Engineer - Greatly improved methods of harvesting and such.


Title - Master Agricultural Engineer


I. Skills Granted: Ability to use organic extraction deeds and the like.



I am aware that this post would have been better suited to beta but I didn't get into beta till beta 3 and by the time i had tested enough to make these suggestions the game was already released.


FYI: I will add replys to my post from time to time as I think of new things I want to keep track of.


Philomorph
Tue Aug 26, 2003 3:41 pm
#3

I understand you're trying to help, Cyber, but I have two comments about this thread (and your other similar ones). First, posting such a long drawn out thread is a good way to make sure almost no one reads it all (I sure didn't). Second, I don't understand why you would spend so much time working on something like this when a "Major Profession Revamp" has no chance of being implemented. Do you just not have anything else to do?


I can understand that. I used to spend hours planning D&D modules that sometims never got played, because I had nothing better to do. But maybe your time would be better spent reading the boards and helping develop the ideas that are floating around for actually fixing the profession in ways that can happen, rather than talking about something that will never be implemented. I've seen you post some decent ideas, so we know you can contribute in a constructive way. It's your choice I guess on how to spend your time




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Cyberthugg
Tue Aug 26, 2003 4:12 pm
#4

Because most of the minor ideas floating around wont work and those that do i incorporate ... these long posts that you wont read are actually a collection of ideas found around the board ..... if you truely beleive I don't read the boards read the posts and see that a good chunk of the things i post are derived from other posts.


You actually think any of your guys ideas are going to be implemented? trust me unless its a complaint about something being too powerful or jsut plain not functioning the devs dont give a rats ass..... they may tell you they do but they don't. I do it because I can .. not because I think they have any chance of being implemented. If you don't like these posts and don't bother reading them then why even bother posting to them you talk to me about being constructive yet i struggle to find any such concept on your reply ....


I write these posts because I can.... they don't really take that long to write and me posting them helps get some imput which i can use to flesh out these ideas. I do read through the other posts and incoporate what I think are good ideas into these posts.


Roach427
Tue Aug 26, 2003 5:20 pm
#5

I dont know cause I didnt have the priviledge of playing beta, but I heard there was a mining profession but the dev's yanked it because of lack of skills. Sounds like a lack of effort issue to me. I like these ideas, but we would need to address the problem that this would create. I am a Master artisan, Installation designer (installations 4) and Novice Scout (explore II), if these ideas were implemented how would you suggest handling the situtation that I would no longer be able(not meet the prereqs) to do the things I do now.


Very creative, and it is nice to see that someone is coming up with ideas on how to improve content, instead of bitching and complaining.


Roach


Roach Mining Inc





Roach


Roach Mining Inc.


Ex-Master Architect, Ex-Master Artisan
Carbineer (0/1/1/0), Master Marksman (4/4/4/4), Scout (4/3/4/2),
Medic (1/1/0/0), Creature Handler (1/1/0/1)
Master Jedi Hater - Yeah I'm Jealous - SUE ME!
Cyberthugg
Tue Aug 26, 2003 5:42 pm
#6

Yess the devs yanked it ...... they basically turned architects into miners who can occasionally build things


skexii
Tue Aug 26, 2003 8:00 pm
#7

ok here goes


I. Lots


B. Disagree. Everyone should start the same, new to the game, or new characters have every right to do what they wish with their lots, it shouldnt matter if they squander it away or hoard it for themselves


C. Disagree. Size matters =) If someone wants a Large House, then they need to pay the cost of what that house entails. This does not relate to a PA Hall (if used as a PA Hall) however, I think these should be the burden of the the whole guild, thus cost no lots


D. for what purpose would that accomplish?


E. Restrict lot types to those in the proper profession.


1,2,3. There are none...yet, but Disagree. Joe Bob the barbarian can own the city hall if he wants to. The difference is what and how Joe Bob can utilize it


4. Agree


F. 10 is good enough. Only organized organizations should have access to more, and those extra lots, belong to the others in that organization. Brings about the work together ethic


G. Agree and Disagree. Theres already certain area's where Harvesters can and cant be placed....mostly in or around POI area's. This should also be extended to area's near other peoples homes, so as to not kill their yards and propogate the mighty army of harvesters that one day werent there, then the next your surrounded.


II. House Design.


I agree on the whole thing


skipping some that I am indifferent to.


XV. Skills/Professions.


Some things sound good, some things sound bad. Overall tho. Lets fix the game and the contents inside it, instead of trying to make another one. The idea's are good, dont get me wrong, but what we have is what we have, lets work on those. Your previous posts were good because they showed a structure that felt at least to me, unopinionated. This one doesnt


my .03



PS keep up the work, Im glad some of us like the game well enough to point things out =)

Akkori
Tue Aug 26, 2003 8:19 pm
#8

I suspect that these sort of sweeping changes will happen, but not for a while. First they'd need to work out the major bugs to the existing professions. And, in true greedy corporate style, it'll probably be in the form of a CD Expansion you have to go buy. They wont let the broadband people downlaod it.


I like the ideas though. I've had recent issues with the lot system. I dont think it makes much sense. I figure that you should be able to 'earn' lots as you move up certain skill tree's, like (of course) Architects. They are miners as well, and in order to meet the HUGE resource requirments, they need lots of miners and power. And they'd probably like a house too. Basically, why does a Ranger need lots? It states clearly in the book that they dont like cities. So give them 2 lots so they can put up a house in the iddle of the boonies (how about a log cabin!). Also, why alow everyone to operate factories if they dont have any skill in crafting? The same-said Ranger could plant miners, buy a schematic, and mass produce his own rifle power-ups. I guess you could also ask if it was fair for a non-Rifleman to pick up a T-21, point it at a bad guy, pull the trigger, and do 800 damage to his target. Wait, you CAN'T do that. But a gun is soooo much more simple to use than a factory, right? Isn't this a little screwy? So if it's set up so a person without the skill to use a T-21 cant do so for squat, why then can a non-crafter use a pretty advanced thing like a factory?


Oh well. My motto has been and will be "Patience". They'll fix things one day. Until then I still have some fun.




Odano Akkori
First Mayor of Tempest
Jaxian Bay
Elder DE, Rifleman, Swordsman

Jedi will never be a starting profession...Looted items and quest items will never be better then crafted items, this is not a loot based game...CH will return shortly...CH and BE will not be back in game...Rangers are getting their revamp next!...The stealth system will not be changing in the spy expertise...Need any more examples of things the devs said that did not hold true?
Cyberthugg
Tue Aug 26, 2003 8:57 pm
#9

Ok to those who think im spending alot of time writing these .... im not ... i write these on my second system while im playing and usually only on monday or tuesday ... also most of these are just updated versions of what i posted lasted week taking into acct suggestions for improvements ive come across and read.


The bug report I try to keep as objective as possible and for the most part they arnt even my bugs .. I pull them from other posts ..... This however is my baby and its going to be very slanted to things I want to see. I do use ideas I find on the board as well as from friends who have given it some thought. The professions are all my design however most of the gameplay changes in the first section are not... I chose them cause I agree with them and then fleshed them out ... I will continue to do so each week .....


To those who feel i am not focusing on the "important issues" go read my bug post and tell me again I dont focus on any important issues. This post is and always will be my personal suggestions for fixing the multitude of problems our profession and this game suffers. For current issues read the bug list.


I guess you can look at this post as my wishlist post for how I feel the game should be.


Rath
Tue Aug 26, 2003 9:43 pm
#10


I. Lots


B. Disagree.


C. Disagree, I really think the lot system is fine as is.


D. This goes with C.


E. Only agree if they bring back miner and industrialist.


F. Same as C


G. I don'thave a problem with how the buildings are spread about now.


II. House Design.


A. Probably will be added. It only took UO 5 years to do it.


B. Isn't this going to be added with Urban Planner?


C. Agreed. Some way to differentiate shops from homes would be nice.


D. Indifferent for the most part but the premise is sound. Agree.


III. Automation.


A.This would be rather convenient.


B. This one doesn't bother me as much. I have to go to the harvesters anyway to pick up materials.


C. This should have been addedlast week.


D. Current system doesn't bother. It also encourages people to mine one thing and sell excess. It needs to be hard to mine everything. Part of making it hard is to run around to different harvesters.


E. I think adding this will make it too easy.


F. Sounds reasonable.


IV. Administration.


A. Indifferent


B. A very icing type item. Maybe one day added, but defianetly very low priority right now.


C. A safe guard that solves a problem that shows up little. Since the only place you can buy the items is from the actually shop I don't see this being worth coding in now. Now if they add the ability for your shop to show up on the bazaar, it would be very high priority to prevent griefing.


V. Maintenance.


A. What was just added is good enough for me.


B. I would rather architecture expirementation do this instead of droids.


C. Sure.


D. I like thisidea a lot better than the current implementation.


E. Disagree, no reason to have a structure drop below 100%.


F. Same as E.


VI. Payment Plan


A. This would be a great addition and money sink because you could have this thing called *gasp* interest! Plus it would allow us to sell structures for higher because you could sell for a higher amount and pay it off over a weeks time.


VII. Decay/Fees


A. This, as far as I know, is being added to cities.


B. This would be a good system to test out on test center and see how it is accepting. However, and frankly, merchants already take enough of a hit on paying there fair share of 'taxes'.


C. Same as B.


D. If military structures are ever added, agree.


E. Ok.


VIII. Trading/selling.


A. I can't tell you how much I agree.


C. This all depends onpreviousprovisions.


D. Hopefully some sort of system like this is added to player cities.


IX. Experimentation.


A. I have my own ideas how experimentation should be implemented to architecture. I've added it to another post.


B. Refer to A.


C. Refer to A.


X. Critical Failures.


A. Disagree.


B. Disagree.


C. Disagree and here's why. I don't think the problem is so much about critical failures. I think the problem is that we don't make enough money as an architect to cover critical failures. If we were making 15 cpu then it wouldn't bite so hard.


XI. Landscaping.


A. Don't get me started on this one. I really think the medium and large harvesters require too flat of land. These things dig into the ground for god sakes. We should be able to put it on stilts.


XII. Furniture


A. Goes without saying.


B. The hide requirements don't really bother me.


C. Same as A.


D. Same as A.


E. Same as A.


XIII. Identical Components.


A. Factories shouldn't be used to level, end of story. So I agree.


B. Disagree. Identical items are a great way to add complexity to a structure. It gives us a reason to charge more.


C. Factory speeds should be effected by expirementation. 50% should be 3/4 hand crafted speed. 100% should be 50% faster than hand crafted. 0% should be 1/8 hand crafted speed.


XIV. Harvesting


A. I think we get enough materials per shift. This would just make it easier to add and forget.


B. Would be a great addition if a miner class was added.


C.Refer to B.


D. This like B and C are good ideas, however... It needs to be heavily tested on test center first to see the implications of such a drastic change. You don't miners to have too much of an influence otherwise everyone worth their salt joins mining. You don't want it to be too useless otherwise miner joins the ranks of merchant as worse profession.


E. I'd rather just to be able to make gun turret addons for my harvester.


Continued in reply. (20k charactor limit)




Drase Rancor - Rodian
RETIRED Master Architect --- 8/1/03 - 9/15/03
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skexii
Tue Aug 26, 2003 10:19 pm
#11

Ahhh...seeI thought this was your weekly bugreport thingy majig =)


Cyberthugg
Fri Aug 29, 2003 4:29 pm
#12

change: Lots .... Residential should cost lots ... players still START with 0 but as they spend thier skill points they gain lots. They are still limited to one residential structure until they spend all thier points. then they recieve a second
Mightion
Fri Aug 29, 2003 5:10 pm
#13

I see a lot of thought was put into these suggestions, but....


What do you have against artisans and other crafting classes? I'm a Droid Engineer, Master Artisan, and almost master Marksman,and unless I misread something, I'd need to find a miner to efficiently gather even basic resources, not to mention finding one to refine them into steel/aluminum/fiberplast? Life's too short.


Not a flame, just a request for possible clairfication, with some disbelief added for flavor.





Mightion Defensor
Flashlight-wielding Padawan Learner
Banshee XVI, Avatars, Tarquinas Server

"...if one guy calls you a Hutt, ignore it. If a second calls you a Hutt, begin to wonder. If a third calls you a Hutt, buy a drool bucket and start stockpiling spice." - Corran Horn
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