Artisan Archive
Thread: Four ideas for improving SWG Economy
"Further to your comment, Vaedross, regarding SE tapes. We may agree to disagree here: I think that eventually you should lose your SE tapes -- they get used up with the clothing and you have to go find new ones."
Here I agree with you. ![]()
Taking another look I think that building decay would work. I also think it could work like armor/weapon repair tools. The artisan house repair tool could repair it with some permanent condition loss like now, but it should not decay into infinity or destruction.
(Yes. This is exactly consistent with my proposal and this part may fit into the weapon/armor repair kit code structure. The repair kit would lower the stat cap, but raise the condition of the house to the new lower cap. A 750/750 house costs more to maintain than a 1000/1000, but not much. A 750/1000 house has a significantly higher maintenance fee.)
Say a small house was 200 credits a day to maintain... then in 2 weeks it decays to 400 credits a day, after another 2 weeks it hits 600 credits a day (nearly double today's rate). But at that point it is at zero condition, so the cost increase stops... so you can either suffer with an expensive house or re-deed every month or two. Larger buildings like PA halls would have higher condition.
(This also is very close to my ideas, though I don't advocate a re-deed at all. I think a "remodel kit" that is complex and somewhat expensive, that is "used" by a holder of such a kit being inside a structure they own and selecting the "use" option either on the kit or on the management terminal. The kit is consumed and the building maintenance cap and condition go to 1000.)
Either the remodel kits woulud requite artisan components or the players should be forced to re-deed. The problem with re-deeding is the inventory management, but if you could do a "house upgrade" and have the items automatically be moved into the new structure that would be more attractive. It would also add a new feature to let us upgrade to a larger structure when we can afford one and there is buildable land within the normal build range.
(Again, I never want to see a re-deed, for the reasons you outline. I would like to see and "upgrade" option, but I am sure that there would be significant problems with the inventory code and the placement code.)
I think we are saying almost the same thing Vaedross, and you've got some great ideas.
Bog
Houses could also have a kind of vitality. This way the maximum condition could vary for different houses (a PA hall could possibly have 10x the condition as a small house) and the remodel kit would just be a "house vitality" kit. Armor, weapons, and faction pets die instantly insted of having vitality.
To get to the point I was thinking that droids should die and instead of having a vitality kit they could have a resurrection kit. So that when someone db's your droids you can't just pick it up & dust it off and use it. (thinking about how many times C3PO got destroyed, he wasn't useful until Chewey got ahold of him and did some work.. vitality or resurrection?)
Similarly at some point houses could be "condemned" or "unlivable" until they get remodeled.
Help the economy by reducing the overall amount of credits in it. All structure maintenance should be in the form or repairs or periodic part replacement. (i.e. your harvest should say :"the xxx is blown on this device." and give you the option to put in a new one.) Additionally,engineers or architectsshould be able to "tune up" astructure using a consumable device, resetting the clock that determines when a component failure happens.
If generators and harvesters and buildings and vendors required time and skill and resources rather than money, then the payout for missions could be dramatically reduced. Combat classes have to pay so much because the artisans have had to invest so many actual credits into each product. If this were not the case the only thing that would determine the cost of items is the cost of insurance: essentially the difficulty of attaining the resources required.
The added benefit would be that groups of players could live without a bank and mission terminals, and maybe that would spread out the population a little.