Architect Archive
Thread: My Concerns Plus Concerns I Didn't Even Know I Had Until I Was Told.
This is a list of every concern/wish I can think of. Most is in condensed form but I will be glad to elaborate on anything I write here that you are unclear on. Please also feel free to add any of your own ideas to this thread. I personally didn't think up all these ideas. Credit goes to the board for showing me things I didn't even think to improve upon until it was pointed out.
These are in no particular order. Also be aware that I didn't focus much on bugs such as broken schematics and such.
I. Lots
A. Ability to Buy sell lots.
B. Limit Starting lots to 2.
C. Ignore lot requirements for house. Limit each player to 1 house.
D. Improve max number of lots as charactor improves through advanced skills.
E. Restrict lot types to those in the proper profession.
F. Tie Available Lots to Acct/Server to prevent create delete syndrome to obtain extra lots.
G. Player who sells his lots then deletes the charactor will have no lots when he/she makes a new charactor. However charactor can buy back lots.
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. Building 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. Automatic Debit from bank acct 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.
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.)
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.
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.
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.
C. Automatically refund credits to person 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.
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.
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.)
E. Do not charge maintenance to redeed. (However everytime a structure is redeeded, reduce the maximum efficiency of the structure. Eventually they will have to replace this structure due to wear and tear.)
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. Allow part of the maintenance fees paid by the owner(s) into a structure to be paid back to the creator. (This would be daily payments for a set period of time.) UCP
B. Lower the maintenance costs of creators using thier own stuctures. (However they do not recieve payments from the maintenance pool.)
C. Payment plans are automaticly determined by the type/quality of the item (See experimentation) for a set period of time after which UCP will stop.
VII. Decay
A. Structures (excluding extractors) do not decay for a set period of time. (Same length as UCP to encourage architects to make high quality structures.) once this time has elapsed the structure begins decaying at a rate determined by the quality numbers of its materials. (See experimentation.)
B.Graphics for exteriors change to match the decay of the structure.
C. Maintenance costs for decayingstructures increase steadily until the house becomes to expensive to maintain.
D. Structures that have begun to decay cannot be redeeded. Only destroyed.
VIII. Trading/selling.
A. Show the bloody floorplans in the details window.
B. Include time left till Post UCP decay.
IX. Experimentation.
A. Overall Quality determines UCP amount.
B. Unit Toughness determines UCP time frame.
C. Decay Resistance determines Post UCP decay rate.
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.
XI. Landscaping.
A. Either create a profession or allow advanced architects to modify slightly terrain to allow more placement of buildings. (I've found several great sites for building placement but because of soem tiny ditch with water in it i couldn't place the stupid thing.)
B. Either add to this new profession or create an Architect skill line that allows creation of outdoor structures such as streets, parks, ponds, lightposts, fountains etc...
XII. Skills/Professions.
A. Remove Construction 1-4 and replace with Business Buildings 1-4.
B. Create a Design Engineer Profession and move Furniture to this new profession. Replace line in Architect with heavy structures. (Military structures, City structres etc.. will be produced from this line.) (Furniture, Decorative structures, City planning, Military planning (These last 2 will allow planned layout of military bases and cities.) will round out the new profession.)
C. Bring back mining. Move Surveying to this profession and replace the line in artisan with sampling. ( A toned down version of surveying.) Also include Extraction, Refining, and Resource Tracking to round out this profession.
XIII. Furniture
A. Fix the many many many bugs in this line.
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...
XIV. No reason other than I cant end a post with 13 reasons.
Please add anythingI may have forgotten to include.
Cyber -
Great post. Great ideas.
Plus lots of things here I forgot to mention in another thread.
How about the two most important bugs?
1) Harvesters charging double maintenance.
2) Furniture skill lowering our crafting skill instead of increasing it.
B. Create a seperate building type for businesses. Building range from small like a pub to large like a night club or department store.
Fantastic idea.
Goodness you spend to much time thinking about architecture ![]()
Good work good list..
The nice thing about 2 computers is I can play on my main system and write posts on my second system. The above post was a compilation of most of the ideas/concerns presented by myself and other players in the last couple of weeks and wascompiled during downtime while I was healing and such. I had found myself posting one portion here another portion there, etc... I wrote this to try to get everythign I had been thinking of related to the architect class into one place so I could easily reference it in future discussions.
LstInSpc,
First, cool choice of name!
I didn't mean to be cryptic with my remark about the furniture bug, as it has been covered elsewhere in this forum. But to spell it out, as things ARE NOW... when you gain a level of furniture skill in the architect tree your skill at making structures actually DECREASES. This is obviously a current bug - not something I am advocating.
The way things SHOULD BE is that the developers fix this incredibly easy to fix bug. All they have to do is search thru their program for the point where we are supposed to gain skill by +5 (or whatever) and change the -5 into a +5 like it should be. I may be oversimplifying for the developershere, but I'm not sure.
Either I wrote this post too well and people like it the way it is or I made it too long and people passout before they can reply ![]()
Pok im pretty sure that guy was joking .... if not .. god help us all.
Sorry if you see this thread pop from time to time. I am using it to keep track of my concerns and as I see issues arise that I hadn't thought of I add them to this thread so I can keep track of them.
XIV. Identical Components.
A. Keep the factory xp nerfed. The fact that you remove critical failure chances is good enough reason alone to use these factories.
B. Remove the need to use identical components.
C. How about that industrialist class eh? maybe restrict factories to that class but allow schematic creators to recieve an CXP(CreationExperience)percentage base on the number of items made from that schematic while factory owners would get a UXP(Usage Experience) Percentage based on the items being used by others. Skill lines include Factories I-IV, Production Speed I-IV, Maintenance I-IV, Factory Assembly I-IV (Ability to link factories into an assembly line where resources are made into components then components into the finished product instead of having to make the components then change the factory to make the finished items.
More to come as I scour the boards. When I get so many replies(alot will be my own)I will update the original and repost. As always please feel free to add anything to this that you would like to see done to the architect profession.