Architect Archive
Thread: AN Architect idea for player cities
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ErisMistwalker
Sun Dec 05, 2004 4:39 am
#1
I think a cool add on to player cities would be walls. Like the ones around nyms stronghold,and keren's starport. What do you all think?
StarNick
Mon Dec 06, 2004 7:30 pm
#2
Hehe I agree...ever since I first found out that the Wall Modules weren't actual placeable walls...I thought this would be a cool addition.
Not to mention, wall graphics and destroyable walls are in the game...and in the Art of SWG...were listed as stuff players would use (with guard towers) to build bases...rather than the pre-fab ones we have now.
StoliFiend
Tue Dec 07, 2004 6:37 am
#5
I would like to see it, along with things like roadways, concrete slabs, a larger multi-run capable factory that we can go into and setup as a workshop/house/factory (i.e business), more customization options on housing, maybe landscaping options, also starports/starship terminals where players can land and travel to player cities using there ships, the premade city bazaar/bank area, billboard size signs (which players can use for advertising), an actual shop deed rather than using houses for it.
ErisMistwalker
Tue Dec 07, 2004 7:00 am
#6
StoliFiend wrote:
I would like to see it, along with things like roadways, concrete slabs, a larger multi-run capable factory that we can go into and setup as a workshop/house/factory (i.e business), more customization options on housing, maybe landscaping options, also starports/starship terminals where players can land and travel to player cities using there ships, the premade city bazaar/bank area, billboard size signs (which players can use for advertising), an actual shop deed rather than using houses for it.
Ok dude you just hit every idea i though of lol.
roach_s
Wed Dec 08, 2004 1:00 pm
#7
I myself have suggested some way of leveling ground for structures.
I have also suggested doing something with bases. As they are, they are (A.) a trophy, "look, we have a base, aint it cool?" Or (B.) a faction farm.
There is little reason to have a base otherwise. Cities fill all requirements except faction recruiters to talk to and stormies to shoot.
Banks, got them.
Mission terminals, got them, regular and faction.
Cloning, got it.
Bases? Why, they're little more than a target.
HOWEVER. If bases either (A.) gave some bonus to a city containing them, (with a cooresponding deficit should the base be taken/destroyed,) or (B.) were faction components to combine with city structures to compile your own base, things would be different.
I have also suggested doing something with bases. As they are, they are (A.) a trophy, "look, we have a base, aint it cool?" Or (B.) a faction farm.
There is little reason to have a base otherwise. Cities fill all requirements except faction recruiters to talk to and stormies to shoot.
Banks, got them.
Mission terminals, got them, regular and faction.
Cloning, got it.
Bases? Why, they're little more than a target.
HOWEVER. If bases either (A.) gave some bonus to a city containing them, (with a cooresponding deficit should the base be taken/destroyed,) or (B.) were faction components to combine with city structures to compile your own base, things would be different.
linusboarder
Thu Dec 09, 2004 12:16 am
#8
A few months ago i started a thread asking people how Crafter's could be more involved in the "GCW". Through some brainstorming i think some people and i had some pretty good ideas.. and some not so good ones too. Check this thread out, it has ideas for factional craftable items.. and something that i think would make the GCW more fun for PvPers too.
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=64371
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=64371
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