Architect Archive

Thread: EASY to Impliment Architect Ideas

Masen
Mon Mar 01, 2004 2:59 am
#1

Oki..I noticed people got great ideas, simple to add...But they tend to be all over the forums. So, I started this thread to help Dvynce out, and make his rather unrewarding job a bit less worrisome. PLEASE no flames, no discussions on the state of architects, no requests for 'Gimme faction base schematics or I'll quit!' or any of that here, k? This thread is just so that Dvynce will have a nice clean, concise list to show the Devs, and get feedback on what's doable, what's NOT gonna happen, etc.


I'd like it if this went BOTH ways too, and I'd love it if others thought it was a good idea, and snatched it up on their own forums. A place for the devs to skim through, and see what the players want, in terms of new modules, new buildings, new furniture, etc.


Also, keep in mind a few things the Devs have stated repeatedly here, as well as the correspondents:


First, Anything unbalancing won't get in game. Cry all you want..You're not gonna get a building that adds 250 to experimentation.


Second, Flames tend to turn them off, and I don't blame them. So rants, 'nerf this' or 'You suck' type posts, won't get us anywhere here. Look at what's happening to the Droid Engineers here, because of all the confusion, and you'll get what I mean. Keep it civil, k?


and last, feel free to post something someone else has suggested. Remember, if the Devs see that ONE guy wants a stable, then it won't get made. If they see that 20 or 30 guys all think Crafting buildings are a great idea, then odds are they'll end up in game if it's feasible, and if the Powers That Be approve.


Okay folks..Now, start posting your ideas, and the higher ups, Correspondents, Devs, wanna pop in things THEY thought of..and run it by the player base...that would be MAJOR cool



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
Masen
Mon Mar 01, 2004 3:12 am
#2

I know..First in my own post. But I wanted to follow my own rules here, hehe. Anyhow...Here's my ideas. Feel free to offer variations, or blatantly rip 'em off, that's the purpose of this thread, show the guys making the game what the architects playing it want.


1- Furniture coloring. with very varied palettes, not 40 shades of vomit.


2- Items that store things. Like people use backpacks and such for now. just steal the code from satchels, unequipabble containers


3- A farm building for animals. Drop a tamed animal here, and it would stay. it could be milked, or killed (any creature, when left here, would become Yellow, IE targetable, by the building owner). This would let CH sell bantha to chefs, for example, for their milk.


4- A breeder farm. Put 2 cupas in here, or 2 rancor. In a few days, or a week (let the devs balance this out to their liking) a baby of that type would appear. a few days later, the baby would mature. As a baby, it could be sold to a CH as a pet. As an adult, could be harvester for meat/bone/etc. or sold to farmers for milk.


5- Permanent encampments. Or semi permanent. These would be placeable as camps by master rangers. they would take no maintainance, but would have set hit points that would decay over time, until they vanished. This would let Rangers have a benefit for their skills, and would give Architects a market where they didn't before...the wilderness folks. These would last a few days to a week before vanishing, and would not be abandoned by combat. Otherwise, would act as camps. can't place items, can't decorate, and when packed up, they vanish. Great to set up a temporary field base for artisans as they harvest materials on adventure planets that do not allow houses, without causing urban clutter.


6- Outdoor furnishings. Things such as park benches, etc, placeable by master architects or politicians. Maybe 2 at novice, and 2more per skill box in the appropriate tree, then 5 more at master, for 15 items max. This could also include crafting stations, and seating near them.


7- Master Architect ONLY buildings. Something that was BIG, but only used 4-5 lots. A manor house perhaps. One step above a large. We need some way to show off being masters after all, and larges don't do it..and guildhalls use too many lots. So, just a really fancy large, that would only be placeable by a master architect...and perhaps others. Such as an actuall mall structure..for master merchants...



No I don't have a freakin sig. Just make something up and pretend it's here man. woman. umm...Whatever.
HSOwner
Mon Mar 01, 2004 9:16 am
#3

I think that we should get a lot increase when we Master Architect, so you get given another 10 lots or sommit.




-'S'- Industries
354 by 2507 - Tatooine
Soverign - Melee Stacker
Iaxivei - Master Doctor
Iaxive - Light Jedi Knight

Barsook
Mon Mar 01, 2004 12:17 pm
#4

A crate size slider on the Create Manufacturing Schematic screen in addition to the Item Count slider.






Barsook
Bothan - Master Artisan, Master Architect, Former Master Merchant, Master Fencer - Bria
Rodian - Master Medic, Master Doctor, Novice Marksman - Kauri
Wookiee - Novice Scout - Wanderhome


Mkappus
Mon Mar 01, 2004 12:23 pm
#5

Player city only housing types. Gives us a new version of each size house that is placeable only in player cities. Make them more vertical and have less wasted footprint on the sides. Would allow player cities to condense population and maximize the folks they could get in their radius. Only leave a person or vehcile width between buildings (unfortunately you can 't have them touching or people come up with ways of griefing).


Also, would give player cities a more unique feel than just a collection of houses.





Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
Pawlin
Mon Mar 01, 2004 12:38 pm
#6

1 - "Warehouse" storage buildings. Simple one room buildings that use 1 lot and give 100 storage. You can't declare residency there nor make them public. Make them use as much resources as a medium to build, its worth it. (right now people use factories for this)


2 - Make structure factories use one lot like every other factory.


3 - Let us craft the other furniture in the game that only NPCs have now. e.g. other plant / tree styles





Pawlin Construction of Kettemoor.
Harvesters and Crafting stations - Triad Coronet Mall just outside Coronet (-177 -5490)
Architect, House, Furniture, Harvester FAQ

Oprolan the Wookiee of Sunrunner. Cheap resources W. Daeric Talus (-639 -3058)
"Worst FF ever *thumbsdown*" -- Pawlin fan club
"I am not going to win Miss Congeniality again this year in the Senate." -- John McCain


** Please refer to Elyssa's answer
Master_Mavric
Mon Mar 01, 2004 2:03 pm
#7

Dont know how easy this is and i wont take credit i stole it outa another post. Think it should belong here







OVERALL IDEA SYNOPSIS:

oK in my idea I propose a 'Structure Maker' for the Master Architect, be it a loot drop or automatic ability gained. In this 'Structure Maker' it will allow a master architect to create deeds of models that they create from a 'pallette' of architect components that, being a master, will know.


For Example : An architect wants to create a Garden, In his pallette he has the different kinds of trees he can make, different statues etc. He places 4 trees in a square perimeter, and one regal statue in the middle. Each peice is required in the 'schematic' the Master Architect is designing. Once he has finished designing, the 'Structure Maker' will pop out a schematic requiring a regal statue, and 4 of the plants he used, Once he makes this schematic, he will then be able to create a deed for it.


REASONS WHY I THINK THIS SHOULD BE CONSIDERED:

1. I beleive that a master architect is very limited, it will become continually more and more boring for them to craft the same things, this way they will be able to craft something unique and special to that particular Architect.

2. Add's some flave to your surroundings so its not so, shall we say, generic.

3. Once it is created and implemented, It will stop the devs from having to pop out new ideas for gardens and structures, and allow Master Architects to be sought out for Designing needs.


These are simply my ideas on ways to improve your valuable profession. I thank you all for your time and input, and your service to our communities in providing housing for us all.











Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


IntoTheGarbage
Mon Mar 01, 2004 4:24 pm
#8


Really like the stable and warehouse ideas.


The mall idea is trickier than it seems. The merchant tent may be tacky, but it works. It has a large inviting entrance, and it is immediately identifiable as a store. This means that a player passing by is more likely to stop and read the sign in front of a merchant tent than he is to stop and read the sign in front of any other building.


A mall would have to be large and inviting. I would suggest a merchant's bazaar. A large open square with several tents and counters inside. Each tent and counter would be 'rooms' in which authorized players can place vendors. The square itself should have at least 4 large entrances. It would also be a good idea to have some sort of large tower in the middle so that it can be seen from a great distance.


Although the square is open, it would have to have a standard graphic to be seen by players outside the square. Once inside, the square would render itself, and you would see it as it truly is. This is an advantage really, because it would allow the bazaar to always look busy and interesting from the outside. The shift on entering would not be any different from any other graphic that only renders itself when you come into range.


Such a structure would:


1: Look star warsy


2. Allow several different players to place vendors in the same building, but separate from each other.


3. Stand out and be easily identifiable as a place players can buy things.


4. Be easy to find, easy to recognize on the overlay mapand be easy to enter.




___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
Master_Mavric
Tue Mar 02, 2004 1:31 am
#9

1) Need real mall buildings. The tents are tacky imho. It would be nice if there was a building in the PA Hall size range that could be used as a mall. Give it alot of small rooms and let each room have its own admin terminal.


2) A hotel/apartment building. Would be set up similar to the mall. Gives players the ability to declare resadence in there room and drop 30-50 items in it. Would allow for low rent for those who are not power players and cant afford a house or dont want the responsability of placing one.


3) Love the ranch/stable idea above. A simple building the size of a small house with a yard of equil size would be cool for the art. Maybe have a few sizes like harvsters. Limit the number of animals in each, 4 in the small farm, 8 im the medium, and 16 in the large. Allow a option in the terminal to set meat production, hide production, bone production, milk and breading. Make the animals extractable. It would end up being a cross between a harvester and a factory. Just use some of the code from each. The animals may grow old after a time and start producing lower quality resources. At this time the owner may want to consider replacing the animals. Evey other resources has a harvester of sorts. This would add a new function to the game and shouldnt be to dificult to implement.


4) How bout questing for new house floorplans similer to the artwork? Or make it a schamatic drop like the tailor schamitics in the theam parks.


5) Im greatful for the up/down movement command. Now can we work on a rotation command for all axies instead of just around the y axis?


6) We have a...

Large Poted Plant style 1

Small Poted Plant style 1

Poted Tree style 1


Was this a oversight in the nameing of objects or are we going to get a style 2 of each someday? It would be nice.


7) Power ups for harvsters. Maybe somthing that incresses the BER for a short time (5 days). Could be added to the deed before placement. It also would be nice to have a structure support powerup that would allow a structure to be built in the mountian reagons and over water.


8) Storage powerups for houses or player warehouses that only take up 1 or 2 lots.


9) The ablitly to build and lay roads and wall areas in and around player citys. They could require a master level to place and should not count against the city decorations.


10) Furniture colorization tool. With a vibrent and and flat color palet.


11) Patio/park furniture.


This is all i can think of atm. If i come up with more ill be back.







Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


ChaoKuang
Tue Mar 02, 2004 5:28 am
#10

1. Multiple styles of Cantinas/Theatres, example being a NPC cantina style and NPC Theatre style, only on a less grand scale(Indoors at that!)
2. Actual shop buildings, not these tents, and ones anyone can place. Maybe take one lot.

3. 100 storage per one lot used.

4. Actual windows >.>

5. Enclose balconies with an invisible wall to make them "inside" the house, but still able to see outside, and able to decorate.

6. Gardens and cantinas placable outside player cities. Gardens would take one or two lots depending on size.




~*~Chao-Kuang~*~
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~*~Master of Entertainment~*~
~*~Zulian Zexxen~*~
~*~Naritus Server~*~
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OdysseyArchitect
Tue Mar 02, 2004 5:45 am
#11

Wow these ideas are great (!)


I've said this herebefore as have others..... CREATIVITY.


Simply the abilitytoDESIGN things instead of cookie cutter deeds and items. Lay downwalls and buildunique structures. Slap on wallpapers and paint. Pop in windows. Viola! Something unique that keeps us coming back for more.


To my way of thinking, introducing design into crafting in arch and other professionswould be aGAME SAVER forlotsof folks who are looking for a creative outlet here. Would change the whole SWG crafting experience to an 'open-ended' one......and that means REVENUE devs! Heh.


GogoDodo
Tue Mar 02, 2004 7:07 am
#12

1. Streets and pathways. I feel very unimpressed by having high grass in my guilds city main roads.


2. Terraforming. Yes the devs eased the building restrictions on houses, but how bout harvestors? Its so much nicer to have all your harvestors lined up and efficiently using space, and planets like trench ridden corellia don't contribute to this.


3. Mining Colonies. Linking harvestors together thru a central processing structure, this structure would boost the ber/speed/hopper size of the harvestors being effected by it. The structure could even require a droid component, and the droid could travel from one harvestor to the next servicing and empting them (with resources going into a central hopper).


4. Training Facility. A Player city structure where combat profession can go to 'practice' Using a NPC inside and/or targeting dummies the player gets a temporary boost to what every skills they've practiced.


5. External furniture. Each house, is permitted so many external pieces based on size. A medium generic might get 5 pieces of external furniture. Pieces can include unusual pieces, like burnt out speeders, crashed ships, droids, NPCs, etc.


6. Moving items in 3 dimensions. How cool would it be to go into a cantina and see chairs on their back, drinks tipped over, and tables flipped over? It would certainly allow for some creative and unique decorating.


7. Radar amplifiers. Drop these along your city perimiter and they'll notify when someone is approaching.


8. Programmable water works. Big fountains with multiple settings that you can program patterns and lights into.


9. NPCs for Player cities. They can have missions, or information, or just be eye candy. Something to give the city that 'lived in look'


10. The High rise. Multi floor structure like the ones you see in the larger cities.



G





Gogo T. Dodo
Master Architect, Master Artisan, Master Merchant
EmGo Corporation - Chairman and Chief Resource Monkey
Kor Vella, Corellia; Trinity City, Naboo
Starsider
Master_Mavric
Tue Mar 02, 2004 10:54 am
#13

Great Ideas GogoDodo. You mindifI expand a little on a few of them?






1. Streets and pathways. I feel very unimpressed by having high grass in my guilds city main roads.






I said this too in my post above. I agree compleatly. The towns feel like they a a colection of houses build in a big field. (I know thats about what they are). It would be great to have some roads/walls to make it feel more like a town. And maybe some bridges for the towns near rivers.






3. Mining Colonies. Linking harvestors together thru a central processing structure, this structure would boost the ber/speed/hopper size of the harvestors being effected by it. The structure could even require a droid component, and the droid could travel from one harvestor to the next servicing and empting them (with resources going into a central hopper).






NeadI say how cool this would be. The whole droid tending the harvester is very star wars. The central hub dosent nessasarly need to connect to the harvester. It just should be a building that stores the droid and has a big hopper. Boosting the BER would be great.






4. Training Facility. A Player city structure where combat profession can go to 'practice' Using a NPC inside and/or targeting dummies the player gets a temporary boost to what every skills they've practiced.






This could be simaler to pratice mod for crafters have it give extra xp. Have a differnt building for Melee and Ranged.






9. NPCs for Player cities. They can have missions, or information, or just be eye candy. Something to give the city that 'lived in look'






Someone correct me if im wrong but wernt NPCs suppost to "move in" as the Player Citys grew? I though in the origional information release that the devs said that some would appear in towns after a certian amount of time/size. In eather case this would make PCs more livly instead of the current dead feel everyone seams to complain about.




This is a great thread all lets keep the creative jucies flowing!








Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


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