Architect Archive

Thread: A vision for architects in the future....

KenthH
Tue Jul 29, 2003 11:40 am
#1

Ok i'm not an architect but it seems like it is sort of a dead end job right now. There are alot of people that have houses and sharing them with other people so that they don't need their own. Soon there will be no need for architects as long as everyone pays their maintence bills. So I decided to make a few suggestions that the correspondent can review and architects can try to press him into submitting to the dev's.


1. With the player cities aproaching of course we're going to need new buildings such as a town hall, shuttleport, possibly a starport, cantina, and med center.


2.Where are people supposed to go and put their mounts or vehicles?, architects should get new buildings to make, such as, stables and garages.


3. The space expansion might be far away but when it gets here why would people want to pay to dock their ships and then have to run for 5 minutes to get to their houses?, architects should also be able to make player city docks that the mayor can choose how much people need to pay to dock their and private docks so that people can dock their ship and walk right into their house.


That would give the architects a chance to continue making money even when everyone in the game has a large house and in a PA.


List of buildings mentioned:


Town Hall, Shuttleport, Starport, Cantina, Medical Center, Stables, Garage, Public Ship Docks, and Private Ship Dock.


All of those could be made in different sizes and look different, like a garage could have room for 1, 2, or 3 speeders,


Buildings that are for Player Cities would need to be voted on by people in the town and then when approved the mayor can buy it as long as there is enough money in the cities bank account, which would mean taxes and stuff like that needing to be paid in order to live in a certain area, and players could also donate to certain things.

KenthH
Tue Jul 29, 2003 2:15 pm
#2

comon ppl discuss tell me my ideas a crap or if they are good...
Tresnar
Tue Jul 29, 2003 2:23 pm
#3

I like your ideas, but I believe that SOE is planning on letting a mayor place these building, and that they wouldn't be craftable by players. But making them craftable by architects would be a great way to extend the market.



Tresnara Enator - Master Dancer, Master Marksman, Novice Pistoleer
Kauri Cluster

Accabwec - Master Artisan, Master Architect
Scylla Cluster - Tatooine - Mos Espa
KenthH
Tue Jul 29, 2003 2:34 pm
#4

ahhh finally someone that posts on this...


i don't want to see architects run out of things to do for people. i think that architect is one of the best and hardest professions there is and i'd hate to see all of those people that got to master architect just have nothing to do.


i hope that the correspondent, can't remember his sn, sees this and implements it into one of his weekly reports.

KenthH
Tue Jul 29, 2003 2:36 pm
#5

ahhh.... it's Zarcath
Zephyr40k
Tue Jul 29, 2003 3:13 pm
#6

Some very good points. Yes I believe each player-run town will have a "mayor" who will place the town-specific buildings. I am curious how they are going to implement this, seeing as how there are quite a few virtual towns already appearing across the landscape. How will they determine the city's boundaries? I see some potential urban sprawl issues.


As for the number of lots issue, I can see why the devs dont want to increase the total number of lots across the board, since they dont want urban sprawl (see above). However they could (a) allow additional plots as you gain Construction skill, as a previous poster suggested, or (b) allow non-builders to sell one or more of their lots permanently to another player.


Garages / stables are a nice idea, but if rideable mounts / vehicles are handled the same way as droids and CH pets (as in, you can fold them up and stick them in your pocket), then there won't be a need for garages or stables.


Now an idea to increase the "churn" of buildings and keep architects viable is to allow buildings to become attackable in PA wars. That is, when two PAs declare war, not only can the characters fight each other, but they can attack each others' buildings as well. Of course, they would be difficult to bring down.... you would need heavy weaponry for anything bigger than a personal harvester... but it would (a) increase the demand for architects to build replacement structures, and (b) increase the demand for Commandos and their specialized weaponry.


The same thing could be extended to the GCW; declared overt factional members could be able to attack structures belonging to declared overt members of other factions. So rebel Commandos could go through Tatteoine blowing up the houses of Imperial sympathizers, and vica versa. Now THAT would increase demand for new houses!



-Z40K

KenthH
Tue Jul 29, 2003 4:31 pm
#7

the lots issue with player cities could be solved just by making it possible for the city to only be able to place 1 med center, 1 cantina, docks for 1.5x the number structures in the city which will allow people that do not live there to fly in and go to very good cantina or to meet up with his or her friends that live there, 1 town hall, and 1 of each of the other buildings.


yeah that's pretty funny the thing about fold up mounts and other things and stick them in ur pocket... they need to fix things like that so it can seem more realistic while not making it too hard on the player.


i don't think that the destruction of houses is a very good idea because that will just make alot more people remain nuetral rather than go and have fun fighting and being a part of the GCW.


i think it would be nice when they get player cities established to give each city a certain number of lots that they can sell to members of the city at a certain price so that the player cities can get some money rather than just taxing citizens. i'm going to give an example of how i think that the player city system should work...


1. say you have 11 friends and you all have large houses that you build right next to each other. so that is 60 lots for all those houses, then you and ur friends decide they want make that a city. so you go into town and hire an architect to build you a town hall to form the city. the architect finishes the town hall and you go and place itnear all the houses.


2. you go in and it lists all the players that have houses in say 250 meters of the town hall you have just built and you have to vote for one of them. you go ahead and vote for someone and everyone else goes and votes and you end up being elected mayor.


3. then each person has to go and pay taxes and stuff for having to live in the town and it goes into a seperate bank account that you can only use when you have permission from the people in the town.


4. then you go and you start working on town affairs come across a thing that says that the city has 50 lots that you can sell for 10k each to town members so you go and tell the people in the town and a few people buy some and you end up with 28 left.So then the town has 220k added to the budget.


5. you decide that the town needs a medical center, cantina, and place to dock ships. so you go and tell the people in your town that you want to do that and they need to go vote on it in the town hall. they go and approve the medical center and cantina but decide to wait on the docks since most of them have their own right then.


6. you go and set up another vote for how much they want to spend on each of the things and they go and vote and you are allowed to spend a certain ammount on a cantina and med center.


7. you go out and find a architect and they build things the things and you pay them from the city's budget.


have to go for a min if i think of anything i'll come back and post

EricTheAwful
Tue Jul 29, 2003 5:23 pm
#8

Seeing the amount of resources large houses, guild halls and heavy harvesters take (20+K units) I can't imagine how many resources more advanced structures would require.


I'm betting (if they're player crafted) things will be pretty slow until the space expansion and (fingers crossed) astoroid mining.


I think it would be really sad to have those structures as give aways. I'd like to see them make a minimum number of buildings to become a city (say 10). Once you are actually a city, you are then allowed to place a "city center" which would be the center point of your no-build zone. (Right now, the waypoint for the city, normally at the starport oronly shuttle port seems to be the "center point" of the no-build radius). Once the center is activated, the Mayor (or appointed rep)must approve all further building within the no-build zone.


Just thinking about it, city centers should be upgradeable to allow cities to grow. The first one would have a 100m no-build (Settlement), the 2nd would be 200m (Town)and the third would be 300m (City). Unlike an NPC city, the city limits and the no-build should be the same point.


Marduke Akkad


Architect


South Beach, Talus




Marduke Akkad
Master Architect
Talus
KenthH
Tue Jul 29, 2003 5:38 pm
#9

hehehe astroid mining would be awesome


yeah i think that the mayor should need to approve future building so that a ton of people can't just move in and mess up a place by building in bad spots and stuff like that.


who cares that much about how many resources it takes to make things that just means the architect just ups the price and when there are about 25 people in a town it is easy to gather enough money to pay for a 500k structure.

KenthH
Tue Jul 29, 2003 5:43 pm
#10

the only thing that i'd have to change in my idea would be the thing of how the mayor buys the things...


it needs to be more like a vendor/voting booth kind of thing where the mayor can call a vote to get something and then when it is approved to get it for a certain ammount or less an architect can go and put the deed in the vendor and it would only let him put that deed in for the max it was approved for and then the mayor will just go and accept offer take it out of vendor and go build it.

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