Architect Archive
Thread: Architect Revamp Proposal 1.1 (Updated)
- New Permanent non looted schematics.
- New Permanent quested schemaics.
- Colorization (yeah we all want this in some form or another)
- Remove Experimentation, what's it really good for in furniture anyway, or add a decay over time based on the furnitures quality (Personally I prefer total removal of exdperimentation. I really dont want my furniture to decay, even though I could make more money if it did.. its just silly really.
- Lamp repair kits, How many SWG players does it take to screw in a light bulb anyway LOL
Civic Structures.
- Theater (make it so that furniture can be placed on and around the stage and seating area (one way to do this would to techincally make this Inside by adding the walls in as an invisible texture)
- Reduce Lot count on cantina, theater, and hospital to 4 lots (more of this will be discussed in Housing)
- Add a Starport as a player crafted and placeable item. Would require a RIS like quest and Master Architect to build. Master Politician and an approiate quest to place (think act of congress here lol) City level would ave to be metro, and losing the Starport for any reason would me you would have to repeate the quest to get rights to place a new one. Starport Schematic would be a permanent one once you have completed the quest and would be very expensive to make and maintain.
- Apartment Complexes- Takes 7 lots (like a PA) and has 7 rooms each with 75 item limits. Each Apartment has a terminal and can be used as a Residence. Maybe make the ability to place a master merchant skill.
- Shopping Malls -Master Architect Craftable, Master Merchant placeable. It would have stalls (stores) where each crafter could place vendors and decorate with a few items.
- Roads - You know concrete places to drive on, cant be built on top of, require Construction 2 or 3 to make. These would really help with city layout!
- Walls.
Installations: Harvesters
- Add "Advanced" Components much like is in the Medical Crafting line. These would Increase BER and Storage, but require atleast one very specific resource.. i.e Duranium Steel.
- Allow sacrificing of one max bubble in one stat to add it to another. i.e Removing a grey bubble in hopper size to experiment with the extraction rate.. thus adding one potential bubble there.
Installations: Factories
- Add experimentation to Increase production speed
- Add experimentation to increase storage capacity
- Add experimentation to incrrease efficiency (Reduces power and Maint.)
Basically though if you make your factory faster it will be at the cost of the efficiency rating (Run Hot .. techies think over clocking your CPU) Making it hold more would likly slow it down a little as you must have removed parts or restriced some movement of parts to gain that little extra space.
4. Storage Facilities - BasicallyFactories with all mech removed, needs 0 power and alot less maintence. Contains only a 200 (experimentable) item output hopper. Takes up 1 lot, BUT you may onlyhave1 placed at a time.
Housing:
- Additional housing styles in the 3 Planitary varieties. Basically 4 small types (like corellian already has) , 3 mediums and 3 large varieties. One of which would be a quested schematic for Master Architects only.
- DecreaseLarge houses to 4 lots.
- Increase medium houses to 3 lots.
- Remove the 250 item capand go straight 75 items per lot.
- Add multiple Terminals to the PA hall, allowing admin and entry access to specific rooms, as well as the over all admin in the main room (Individul room admins would only have the ability to manuiplate objects in THEIR room and not be able to access the treasury ect. But could be required to pay maintenance (a portion of the over all hall maintenance.) and would be restricted to 75 items per room (subtracted from the 375 items allowed in the entire building) This would utilize the rooms in a PA hall which basically remain empty normally, and would help PA leaders abate the personal costs of running a PA.
- Remove Experimentation or make it add/subtract from maintenance values. A well constructed house would cost less to maintain than one thrown together with paper mache and toothpicks)
- Houses with Roof top patios (PA Halls Included) shouldallow for furniture placement up there.
- Signs with not only a title but text when you "Read" them (All you would see is the title before you read them)
Deeds:
Have the deeds for structures be miniture versions of the item, not some flat feng shui sand box looking thing. (kinda like ya did for DE's with droids)
Factional Crafting:
This goes not only for Architects but here is our part.
Factioned crafters would be able to make faction specific structures; bases, covert scanners, turrents ect.
These would:
- Be placeable only by a member of the crafters faction (unlike the Faction point purchased ones)
- Give the crafter a TEF (Normal 5 min one)
Other Professions would gain similiar stuff, Armorsmiths (Armor...DUH!), Tailors (Uniforms), Weaponsmiths (mines)
In additon other buildings like PA halls, Civic Structures ect would be able to be crafted in such a way as to disallow members of the opposing faction, as a trade off any person entering a "known hideout, safehouse, or official building" would immediately be known as a member of the cooresponding faction and therefore recieve a TEF upon leaving"...Nuetrals would not be allowed to enter "Factional Facilities"
Skills:
- Add an "Extra Lot +1"Skill mod to one of the trees.. Say Constuction (Furniture is mentioned below/) That will allow an architect some extra space, as we generally have the highest resource usage per item (with the exception of shipwright (They should get the same modifer)) This would total up to 5 extra lots at the Master level.
- Either make the item complexity mods work or tell me why they do nothing for me if they already work.
Other ideas.. each catagory would have a RIS like quest.. but each architect could only do one of these quests in his lifetime (a speciality if you will) Thus giving more variety to our profession. Add a title above master for each speciality (Furniture, Civic Structures, Installations, and Housing)
- Furniture: Master Woodworker (I know this one title is lame but I can't think of one for this.) This person has completed the quest and can now make a new line of furniture, or is the only one that can colorize furniture.
- Civic Structures: Urban Planner - Can make the star port civic structure
- Installations: Industral Designer or Industrialist - Can make superb harvesters, and high speed factories.
- Housing: Residential Engineer - Can make the "Mansion" class of housing (Large Houses that must be quested to gain the schematics. One fo reach planet. Possibly done like the Firespray schematic but permanent.)
Other ideas.. each catagory would have a RIS like quest.. but each architect could only do one of these quests in his lifetime (a speciality if you will) Thus giving more variety to our profession. Add a title above master for each speciality (Furniture, Civic Structures, Installations, and Housing)
i like the fact in SWG that nothing is permanent. Maybe the skill would require a long and hard quest like the RIS but it could be surrendered and youd have to do it all over to get another speciality.
- Furniture: Master Woodworker (I know this one title is lame but I can't think of one for this.) This person has completed the quest and can now make a new line of furniture, or is the only one that can colorize furniture.
- Civic Structures: Urban Planner - Can make the star port civic structure
- Installations: Industral Designer or Industrialist - Can make superb harvesters, and high speed factories.
- Housing: Residential Engineer - Can make the "Mansion" class of housing (Large Houses that must be quested to gain the schematics. One fo reach planet. Possibly done like the Firespray schematic but permanent.)
very nice thread though... this might be implenented after the CU, id wager it would go live a couple o days before hell freezes over, but still all in good time.
I disagree with making Arch more complicated though. As a casual player it's nice to have a profession where i don't have to be camping the best spawns all the time in order to make money, it's nice that i can be a casual player and make all the best stuff, i wouldn't want this with every profession, but to have it on one is very nice.
I also wish they'd give crafter's a reason to be factionally aligned. I wish Arch (and all crafter's really) to have factional craftable items. Arch's could craft factional base's (like the on'es that are out there now) and also maybe a factional guild hall, city hall, and other civic structure's.
Also it would be nice to have corellia have it's own houseing style, not share with generic.
If they do factional buildings, craftable only by a certain factioned Arch, they could also have arch's build Building Armor (maybe joint with an AS) to raise a building's defense. The Turrett's could be a joint project with WS's (arch's build the base's, and WS's build the gun's).
An idea i proposed a long time ago had players actually able to attack factionally crafted buildings, i think this would be a giant help to both crafter's and the combat professions. For crafter's it would make a bugger market, and it would add more content. Just an Idea.
I'd like to see one simple building go into SWG for Architects to create... museums! These builds could have something like 500 items storage (you always need a lot of items in museums), lots of room, two or three levels, and a big dome on the top of the building with the galaxy painted on it inside. Lights should already be built in it (kinda like the Naboo houses, but more lights) so we don't have to waste space by putting in lighting.
Maybe the item storage for this should be based on how many lots you wish to use for it. By default it may take three lots, but would give you 250 item storage. If you let it take four lots, then 350 item storage, if you let it take five lots, then 450, six lots is 500. You could chose how many lots you want it to take when you click on the deed, it would bring up the drop-down menu that said "three lots", "four lots", "five lots" and "six lots". After selecting what amount of lots you're willing to use for it, you'd go to the structure placement screen.
Message Edited by Zeon_Zaku on 12-31-2004 12:06 PM
Dang knew i should have churned out a 1000 run of the couches and consoles before the fix