Architect Archive

Thread: Staying in business : Idea's for Houses/Installations and such.

FlameWulf
Fri Sep 05, 2003 4:16 pm
#1

I know that alot of you are going to read my next statment then turn on the blinders for the rest of the post, but give me a chance =p


I'm not an architect. I probably don't know enough about it to say this, but I do own houses and installations.


From what I see of the architect profession, there is not a huge chance that it will be able to go may places untill player cities come in, and that is only if architect's are given the ability to craft the city buildings.


Your going to get to a point where there are not enough people left that need houses or installations because the ability to re-deed them is in game. (note : LEAVE RE-DEEDING IN )


So here is how I see things: The big headache with structures is that it takes ALOT of time and money to keep them kept up. I have 5 heavy harvesters, and a house and factory. JUST going around checking on all of them every other day (because i'm poor and can't afford to pay huge amounts once a week, expecially with resourse shifts) takes me over 4 hours. It takes too long. There needs to be money sinks in the game, but there is a concern that some things if added will fetch a very negitive comunity response... SO here is my suggestions


Add a number of items that "decay" or last for a certian time to the Architect line. The purpose of these items is to be usedto REPLACEmaintenance on structures :


- Upkeep pack/modual for harvesters ( stuff like drill head, bio filter, chem filter, gas seal, etc.) These items last for a specified period of time that can be experimented on by the crafter, at which point they poof! Maybe differnt items for each type and size of installation.


- Similar type of pack/modual for houses/factories ( wall/roof kit, converyor belt/lube kit, etc.) Same type of decay as listed above.


As for the removal of maintenance fees, let me post a suggestion.


- Security fees : Change the maintenace fees to security fees, still have to add money to the pool, but at a GREATLY reduced cost. It's like ansecurity company and makes more sense them shoving money at your house. For added content when player city's come in, this could be something adjustable by the city government.


The only problem that I am running into with this idea is that it is removing a big part of a money sink in the game and turning it into a funnel.


But that's not so bad, for the architect... =)




Krystai
A_Random_Guy_01
Fri Sep 05, 2003 4:19 pm
#2

maintainance was designed to remove money from the economy. your ideas dont cover that.


dWhisper
Fri Sep 05, 2003 8:44 pm
#3






FlameWulf wrote:

I know that alot of you are going to read my next statment then turn on the blinders for the rest of the post, but give me a chance =p


I'm not an architect. I probably don't know enough about it to say this, but I do own houses and installations.


From what I see of the architect profession, there is not a huge chance that it will be able to go may places untill player cities come in, and that is only if architect's are given the ability to craft the city buildings.


Your going to get to a point where there are not enough people left that need houses or installations because the ability to re-deed them is in game. (note : LEAVE RE-DEEDING IN )


So here is how I see things: The big headache with structures is that it takes ALOT of time and money to keep them kept up. I have 5 heavy harvesters, and a house and factory. JUST going around checking on all of them every other day (because i'm poor and can't afford to pay huge amounts once a week, expecially with resourse shifts) takes me over 4 hours. It takes too long. There needs to be money sinks in the game, but there is a concern that some things if added will fetch a very negitive comunity response... SO here is my suggestions


This is one thing that will never go away. No-upkeep basically means free, no hassle resources. You may still have to move them, but there are nomoney-sinks associated with them. It was like that in beta, and it was a very, very bad thing. Basically everyone had harvesters, and there were entire fields of the blasted things. Even worse than they are now.



Add a number of items that "decay" or last for a certian time to the Architect line. The purpose of these items is to be usedto REPLACEmaintenance on structures :


- Upkeep pack/modual for harvesters ( stuff like drill head, bio filter, chem filter, gas seal, etc.) These items last for a specified period of time that can be experimented on by the crafter, at which point they poof! Maybe differnt items for each type and size of installation.


- Similar type of pack/modual for houses/factories ( wall/roof kit, converyor belt/lube kit, etc.) Same type of decay as listed above.


As for the removal of maintenance fees, let me post a suggestion.


- Security fees : Change the maintenace fees to security fees, still have to add money to the pool, but at a GREATLY reduced cost. It's like ansecurity company and makes more sense them shoving money at your house. For added content when player city's come in, this could be something adjustable by the city government.


I'd recommend looking at the other posts about House Decay, structure issues, and upkeep. There are a log of suggestions out there, but maintinence is here to stay.



The only problem that I am running into with this idea is that it is removing a big part of a money sink in the game and turning it into a funnel.


But that's not so bad, for the architect... =)





You think it's bad for you? Architects typically run 6-8 Harvesters, a Structure Factory, and maybe a house. Keep 6 Heavy Harvesters maintained to pull Ore, that you need in the tens of thousands, and you will see that funnel become a whirlpool. We don't get that upkeep money when you pay it, and disposable harvesters aren't an option, since below 100% condition means they do not function. Essentially, we'll only get more structures if you decide you need different types.





Back yet again, for another round of SWG... um... fun. Yeah, that's it. (It's not just a diversion while I wait in the queues for WoW BG's)


Alysann Arimere - Imperius Doval... Two sides, one coin

FlameWulf
Sun Sep 07, 2003 9:26 am
#4

I run harvesters FOR my architect friend, so I know all about what a pain it is some time.


I realize that these idea have flaws, but the idea was not to make maintainace go away, it was to create a way for architects to have decaying items that would need to sold off for house upkeep.


The problem with this, like I said, was that the great portion of a moneysink that is currently in game would become a money funnel to architets. So, then a moneysink has to be adjusted.


However, there are quite a few changes that are comming up that will add huge general money sinks, so it may not be a problem.




Krystai
Muknfutch
Sun Sep 07, 2003 3:33 pm
#5

Well I run 27 harvesters ATM. It takes me nowhere near 4 hours do the rounds. Closer to 1 hour I'd say. I have about a 30k+ maintenance to keep up with every day and I've been running them for about 2 weeks now. I keep the 2 who have loaned me their 10 lots fat and happy in the resources they need. In turn, I stay fat and happy in the resources I need. It's a pretty big money sink but well worth it, IMO, to be able to build a large home at the drop of a hat... I kind of like the system the way it stands. Home decay would be a BIG plus and I don't see why it wasn't implemented. Nearly all the other crafting professions have it, why shouldn't we?


FlameWulf
Mon Sep 08, 2003 6:13 am
#6

Just curious, how exactly do you loan lots from someone?


It would seem they would still have to place things and such....




Krystai
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