Architect Archive
Thread: Player economy Architects' issues
We all know we are having a very tough time with the economy for our stuff and effectively having to sell at below resource cost just to get some credits back (insane).
Mainly due to the fact that everyone can make the same things and therefore the only point of competition is price. Add to the fact that once someone has bought the structures they require, then that 'customer' is effectively lost, they never need buy again.
I've seen posts about decay on structures being added etc.
While I kind of agree (a house doesn't last forever in RL), I also think the decay should actually be a very long time, and consequently this isn't the answer to solving our problems. One exception, I like the idea of parts within a harvester or other moving structures to 'break' and need to be replace, but suspect the coding aspects of this could be quite monumental !
Some people have been creative out there and are making a living from Interior design. We can all produce the same stuff, but suddenly they are using their creative abilities to generate a unique look within a house. Consequently they are able to attract profitable business through their 'unique-ness' and not just from being able to make the same things everyone else can.
And there is the clue to solving some problems, if we can create personalised (dare I say infinite) schematics / floorplans, where we choose how many rooms something should have and how they should fit together and the colour / style of the house, number of floors etc etc, then maybe this will create a bit more business for those with a creative mind. (After all whoever came up with the Large Naboo house design ought to be shot ! What an abortion of an internaldesign).
Of course having experimentation points actually do something for structures would also be a bonus, but I suspect that once they do something about this, the vast majority will already be MA's and have the same abilities / bonuses anyway.
Finally, maybe allowing us to create defensive structures would be the ultimate Architect earner. Always getting blown up by the enemy, so needing to be replaced.
Unfortunately for that last point to work, there has to be something worth defending ! Alas that doesn't exist yet.
Interesting...
Would make for some awkward times in PAs if some urban planner came along and said oi ! move your house,it's blocking our new highway route.
I think people would simply be a lot more careful in placing their house to ensure they don't have to move.
It would be a small bonus since it would kill off the 2nd hand house trade when people upgrade from small to medium to large. But effectively only generates a bit more interest in the smaller cheaper structures, still doesn't solve the real problems with our economic position.
Actually, what about architects bieng given certifacations to redeed buildings? Everyone else could only destroy while architects of appropriate construction tree are able to redeed it?
"And there is the clue to solving some problems, if we can create personalised (dare I say infinite) schematics / floorplans, where we choose how many rooms something should have and how they should fit together and the colour / style of the house, number of floors etc etc, then maybe this will create a bit more business for those with a creative mind. "
Sounds like you want to play a Star Wars mod of the sims. ![]()
"(After all whoever came up with the Large Naboo house design ought to be shot ! What an abortion of an internaldesign)."
If it was an abortion, they would have killed it before it was released. ![]()
I like my idea so im going to repost it muhahaha
What if architects were given in their construction line the ability to redeed certain structures.A novice architect could redeed a naboo, corellia, and tatooine basic style houses. As you move up the construction line you can redeed larger and larger structures. Now in order for people NOT to get ripped off it would go to the owner of the house once its redeeded.
I like the Architect re-deed plan, except there is one problem. I don't want to run from here to Jabba's Palace just to re-deed someone's house.
Frankly I can't see any of that working, your talking database structure changes to record who owns what when it is in someone elses backpack.
However, I have been thinking...
Why are harvesters redeemable ? You don't see someone picking up an coal mining shaft and dumping it somewhere else... nope they dig a new one and build a liftfrom scratch... and maybe get some scrap value out of the old one !
If they make harvesters fixed, then people have a choice... keep mining whatever springs up at that location, or destroy it to free up the slot and go buy / make a new one.
While this would heavily increase the costs to ourselves and resource suppliers (maybe put their profits more inline with ours, or they up their prices... lol)..this also creates ahuge rolling demandfor new harvesters.
Yup I think it is the manufacturing side of the business deeds that need fixing not the social side. Houses etc, don't get moved around very much so I don't believe making these unredeemable would help our situation.
We can of course then take this a step further and maybe allow architects (Masterweapon / armour?) only to be able to re-deed their own harvesters, so making resource collection cheaper for those professions that actually use resources.