Architect Archive
Thread: New Structures (something functional for a change)
ImperialCommando1138 wrote:
After several months of crafting and looking over the structures we Architects have access to, it's my conclusion that the whole functionality and useability of these structures was just glossed over and really hasn't been addressed since the game came out. In short, the structures we have contradict common sense and each other in two major respects---houses and everything else.
I propose creating several new components and structures to address these issues, as well as the creation of what I'll call "macro" structures that build ever larger multi-structure areas.
(1) My first proposal is the complete elimination of the lot restriction on a maximum 10 lots per individual. Instead of stopping us there, enable the ability to purchase lots from the planetary government for a fee, perhaps a high one. There should be no restriction on entrepreneurs acquiring as much land as possible, and then perhaps reselling this land back to potential buyers at some point for more or less money. (And we get a de facto real estate speculation business in the process.) This is an absolute requirement for the generation of my further proposals and the creation of large factory and conglomerate zones.
I like this idea, and it might be a solution to the 'lack' of lots. It's also a way to bolster the 'economy' a bit. By taking some of the money that's in game and transfering it around. HOWEVER, there does need to be a limit to this, or the people with billions of credits will own alot of lots, and those without will still have to suffer. This needs to have a way to equalize it.
(2) Components --
(a) Generators -- Current generators are equal regardless of the quality. I propose enabling/adding two new variable functions based on experimentation.....efficiency and durability. Efficiency is how well the unit uses power fed into it. Highly efficient ones would use less power over time. An additional component that might be affected with high experimentation results would be the ability to supply more power over the standard-sized generator. Durability would effect the maintenance rates on the unit it was installed in.
This is workable, and I think can be addressed. However, this is something that would come along the lines of decay, which I'm not sure how this would go over with the populace. However good it sounds to you, me and the others here, it would take alot for the Dev's to follow through.
(b) (new) Power Grid (also possibly a new structure)-- These would come in small, medium, and large sizes. Small would contain 1-3 generators, medium=4-6 generators, large=7-9 generators. With the above variability in generators, high-quality grids would have a suitably greater power generation and usage capability. Simultaneously, make all structures with power units as requirements changed this component to "optional". Units without built-in power would be cheaper to produce but could not operate unless connected to a power grid. Each structure would be given a power requirement rating which would be subtracted off the capabilities of either the installed generator or the power grid. Make ALL units (including houses and halls) power consumers so that a constant harvesting and supply of power is necessary.
I don't see this as workable, but then again, this is only my opinion. As most of our structures require generators in one form or another, it would do away with the need for a series of harvesters, like the Wind, Solar and Fusion gens. Considering that the biggest majority of sales is harvesters, I don't think this would be workable.
(c) (new) Pantry -- Since SWG does not require players to consume food and water (a big mistake for the Chef class I think), this feature would be a required component of ALL houses (retrofitted to all existing ones). This would consume a new class of food product produceable by Chefs that would have various ratings for duration and quality. This would be a bulk consumable that runs out after time and would be added to home maintenance based on the size of the house. Failure to maintain the food supply could have various adverse effects, such as stopping the functioning of all items inside it until the food supply is restored.
I don't think this will be workable either. If I don't want to go to the store, i.e. a Chef, to purchase something, I shouldn't be forced to, just to keep my house working as it should. A Chef and an Architect really don't have anything in common, other than the fact that they got their tools from somewhere.
(d) (new) Water/Plumbing -- Anyone seen even one bathroom? Is this Star Trek or what?! Another required item for all homes, halls, cantinas, med centers...wherever beings live and work. This would require a steady supply of liquid water or the structure grinds to a halt functionally. Rate of use would be based on the type and size of structure. Would additionally require a new component built exclusively by Bio-Engineers or other health professionals---cleaning solutions/anti-biotics/etc. This would also be a consumable item.
This may not be Star Trek, but I don't recall ever seeing Princess Leia hitting the showers after a hard day in the Senate. Luke never went to the toilet after eating at Yoda's, and what about Vader? I'm not going there.
(3) Structures
(a) (new) Industrial Zone -- This would be a macro-structure encompassing all the elements for completely automated functioning. For instance, a harvesting zone would include a variable number of harvesters (a small, medium and large zone), and a power grid. Add functionality to maintenance droids to deliver power to support it. Additional complexity could be added by making super-macro zones, combining power harvesting zones that extract power supplies, resource harvesting zones for other raw materials, power grids, and factory zones, all interconnected by droids transferring raw material to the right places. All the architect would have to do is feed in money and schematics and get massive amounts of products out the other side. This is mass production, not what we've got now!
What we have is the way it should be, it takes a bit of skill to build that BER 13 harvester. If we totally automate this ability, then why have an Architect at all? All you need is one to sell you a schematic, which they could do anyway, and an Artisan to go around and survey for you. After that, you're done, and anyone can reap the rewards of building what ever they want, where ever they want. I don't think this is very sellable either.
Comments?
Over all, some ideas are decent. I can see that you have taken some time to think about them. But the impact on some of your ideas is not very sound to the economics of the game. It seems one sided to me, and not very player friendly. To force a character to do certain things or he/she won't get any benefit out of something they have already purchased, then I'm afraid alot of people will walk away from the game. Sad, but true.
The issue here isn't to force combine other proffesions, but to see about making something that is mutually beneficial to each proffesion. Some of what you are saying is one sided for the proffesions required. Chef's would have returning patrons, to buy food for their house. DE's would have alot more sales because they are needed for your power grid ideas listed at the end of your post. BE's would be needed to make the chems for the toilets and such. But where does this help out the Architect? It really doesn't. It's a one time use operation, buy it and so long, see ya somewhere down the road, and don't forget to shower and shave, or your bike won't work right.
I don't mean to sound mean or nasty to you, but honestly, even with all the thought you put into this, I don't feel this is very feasible.
I'm sure others will find ways to make it 'workable' but at the same time, it's not going to be workable to all of the players, which is what we should all be trying to do.