Business And Economy Archive

Thread: Massive projects

Tinkergirl
Tue Jan 25, 2005 11:20 am
#14

In my example Story Arc, Solace Outpost part of it involved all three 'factions' competing to provide the most assistance to a little medical outpost in the wilds, struggling to survive.

It needed resourses (most kinds - inorganic and organic), component parts (crafted), medical supplies (crafted), combat support (from special missions), healing done (medics) and entertaining the patients (entertainers).

The 'faction' with the most credit towards helping the outpost at the end of the arc gained 'control' of the outpost. I.e. - if the amount of help provided by Imperials far outweighed the help given by the Rebels or Neutrals, then it would become an Imperial Medical Outpost. And vice versa.

It was an idea that all classes could work towards, where no matter how good you were at your profession, you could contribute and know you'd made a difference. Possibly a lasting one.


Also in that proposal, was an idea where certain underground bases of a fanatical gang are hidden by shield generators. The jammer to stop those generators must be powered by player crafted cells - and it goes through them at a terrible pace.

So, those who wanted to attack the bases would need to gather several crafters to power the jammer for the duration of the attack. I'm sure it could be made more interactive with power spikes, fluctuations and return jamming attacks keeping the crafters on their crafting toes. (I.e. - maybe a different shield frequency would require a different component and/or modifying by the crafters there.)

I wonder if any of you like these ideas, and as a last thought - aren't player cities a kind of giant construction effort? In a way.



Books/Datapads, Photography and Libraries.|Game-Bases - Craftable Deathmatch etc.
Pazaak - Make and Play In-Game.|Solace Outpost - Story Arc Example.
Particle Emitters - Bubbles, Smoke and Sparks.|Sitting Vendors - Cosmetic Mini-Proposal.

Marjaliisa
Tue Jan 25, 2005 9:12 pm
#15

They had something like this in Jumpgate, where everyone had to pitch in to makestructures and so forth; it was pretty cool.



Marjaliisa Kekkonen
Master Tailor, Master Artisan, Master Merchant
Marja's Store -5438, 3450, Naboo (1km SE of Theed)

Phaelyn
Tue Jan 25, 2005 9:45 pm
#16






EdOWar wrote:





Narreem0884 wrote:

I've seen pieces of Community Crafting Projects on the bazzar. One piece was a computer core. What they are actually for is beyond me though.







I believe the "Community Crafting Projects" area of the bazaar is for the Village crafting quests, such as turret and shield generator sub-components. The reason it's usually empty is because I think most people use their sub-components to finish the quest, and certainly wouldn't sell them for 6K when the Sith resources that go into them cost 6K each.


Slim Vargo, Corbantis





Nice thinking, but the option was on the Bazaar months before the Village was even in Concept.. They probably DID intend the bazzar items to go under htat area - But more items can and should.




Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
Tinkergirl
Wed Jan 26, 2005 3:49 am
#17

So far it seems like there are several different ideas to how crafting grouping might work (to give just one example of a non-combat group).
  • Donation Based - There's a large item/structure and to create it, a great deal of resourses must be added. Several people can donate more quickly than one, so co-operation is encouraged.
    Pro - Easy to set up. Can be scaled. Long term.
    Con - Not actual grouping. Favours uber-guilds and/or lot traders.

  • Manufacturing Based - Different people are better at some skills than others, but gain bonuses to their weaker skills when grouped with other experts.
    Pro - Rewards being in a group. Allows different skill sets.
    Con - Newbie has nothing to offer. Elitism between Masters.

  • Component Based - For certain schematics, different crafters must be used for the different components. No one character can make it on their own.
    Pro - Allows Newbies to contribute.
    Con - Not actual grouping. Feels contrived/forced. Solo-er punished.

  • Team Based - For certain items, it takes more than one person working at the same time, on the same item, to complete it. Multiple user crafting window.
    Pro - Encourages close grouping and conversation.
    Con - Solo-er punished. Whole new system.

  • Co-operation Based - With every person in the group with a minimum crafting skill, the skill of the whole group is increased incrementally. I.e. - a group of 6 is better off than a group of 2.
    Pro - Even Newbies can help. Simple to set up.
    Con - Could encourage afk macro groups. Not much interaction.

Of these, the Team Based and Donation Based are my favourite.
Team Based because done well, it could encompass dynamic events within the crafting (like the little pop up windows in surveying) that require the team mates to assume roles ("I'll handle the power fluctuations, you get that hyperdrive installed before it explodes!").
Donation based because it would be a huge undertaking, that could take a very long time to accomplish, and even Newbies could help with it.



Books/Datapads, Photography and Libraries.|Game-Bases - Craftable Deathmatch etc.
Pazaak - Make and Play In-Game.|Solace Outpost - Story Arc Example.
Particle Emitters - Bubbles, Smoke and Sparks.|Sitting Vendors - Cosmetic Mini-Proposal.

oracomm2
Wed Jan 26, 2005 7:30 pm
#18










  • Component Based - For certain schematics, different crafters must be used for the different components. No one character can make it on their own.
    Pro - Allows Newbies to contribute.
    Con - Not actual grouping. Feels contrived/forced. Solo-er punished.






of the items you listed I like this one the best..... however i disagree with your con. when the shipwright profession came out I was highly dissapointed when i found out that ships were made by just one person. I mean we have specific weapon components for the ships made by shipwrights instead of weapon smiths.... armor/shields made by shipwright instead of amorsmith.... etc.


by using my intial example of say a captial ship (ex star destroyer) when I started this thread


Weapon smiths would make the guns

armor smiths would make the armor/shiled

shipwrights would make the superstructure/engines

architects would make the interior components

chefs would stock the galley

doctors would stock the med bays

Droid engineers would make all the electronic/technical componets.


I envision hundreds of components being needed....no one person would be able to do it all.


would take time to build....not something that is assembled in a day.... would take several weeks


possibly some of the components would be crafted from looted schematics that fighters find.


rewards of some type would have to be dreamed up as forincentive for peopleto help contribute to the projects possibly a shift in the tide of the GCW or pilots could dock with these ships for free or half price repairs....etc etc etc.

Phaelyn
Thu Jan 27, 2005 8:39 am
#19




oracomm2 wrote:





Component Based

- For certain schematics, different crafters must be used for the different components. No one character can make it on their own.
Pro - Allows Newbies to contribute.
Con - Not actual grouping. Feels contrived/forced. Solo-er punished.


of the items you listed I like this one the best..... however i disagree with your con. when the shipwright profession came out I was highly dissapointed when i found out that ships were made by just one person. I mean we have specific weapon components for the ships made by shipwrights instead of weapon smiths.... armor/shields made by shipwright instead of amorsmith.... etc.


As I believe I pointed out in a discussion on another thread, this doesn't make much sense. i'll use your example below to illustrate why. Keep in mind that I am using professions as they appear in SWG right now.


by using my intial example of say a captial ship (ex star destroyer) when I started this thread


Weapon smiths would make the guns Weaponsmiths as conceived in game make light, hand held weapons, not massive ship guns - They wouldn't have the specialized knowledge of ship's systems to create weapons on a grander scale. Now, a Weaponsmith GUILD could possibly build the larger weapons - But someone who makes a rifle is not the same person who knows how to make a 20mm cannon.


armor smiths would make the armor/shiled As with the WS, AS in game make personal armor. They deal with light weight, portable items, and not massive plates of super dense materials. They wouldn't have the tools to undertake such a job.


shipwrights would make the superstructure/engines Agree


architects would make the interior components Agree - In fact, they should also make bulkheads and light insulating armor as well.


chefs would stock the galley Interesting idea, but difficult to conceive/implement. Are you saying the built ship would not function unless in addition to fuel, there was also food?


doctors would stock the med bays See above.


Droid engineers would make all the electronic/technical componets. DE make Droids, a specialized industry - Better to equate it to Master Artisan, who have to go up the entire Engineering line as well.


I envision hundreds of components being needed....no one person would be able to do it all.


would take time to build....not something that is assembled in a day.... would take several weeks


possibly some of the components would be crafted from looted schematics that fighters find.


The drawback to these ideas - As I imagine, said ship would be NPC controlled. I can't see people throwing millions of credits in resources away for something they could not eventually control. One possibly, for the novelty - But none after.


rewards of some type would have to be dreamed up as for incentive for people to help contribute to the projects possibly a shift in the tide of the GCW or pilots could dock with these ships for free or half price repairs....etc etc etc.Speaking as a Pilot as well as a Shipwright - If *I* was to donate my time in crafting, AND millions of creds in resources - I better darn well get FREE repairs from this ship. Otherwise, i receive nothing more than a pat on the back and a "Good Job"



Don't take my comments to read as I think the idea is a bad one. I see a lot of potential in the theory. But I also see where it's trying to get other Crafting professions into mine for free, with no SP cost. I'm not a weaponsmith, so I can't make a Laser Carbine - So why should a WS make the guns for my ships? I can't make Comp armor - So why should an AS be able to make my Armor AND shields? It goes right on down the line. WS and AS are already an established, profitable profession. Far more so than the Shipwright profession. If *I* was to charge the cpu cost on even an average pair of VK, nobody would EVER buy a ship. Architect suffers from this same drawback.


/rant off


Let's create Community Crafting Projects - Let's not take away from a profession to do it.




Phael'yn Maxlord
- I support Common Sense - Too bad it's in short supply.

Quote that sums up the current, flawed direction of SWG:
"No, I do everything solo and I see no reason why I should need anyone else"

A way to bring Combatant and Crafter together.
DarthScin
Thu Jan 27, 2005 9:44 am
#20

This is a great idea, and for some reasons that might not have initially occurred to you.


Besides mimicking the awesomeness of the community crafting projects for the Village (yay! cooperative crafting!), this could be extremely useful - perhaps new city structures (Apartment Complex, Stadium, etc.) that require so many components and so many resources that they are only viable as a cooperative effort. Similarly, as you stated, the requirement of multiple professions - more than three, so single pure-crafters can't do it on their own - to build things. While I think Star Destroyers and the like are a little too far out there, things for the ground game - like, say, player-crafted Detachment HQs - are certainly viable.


The other reason this is a good idea is because it would be a MASSIVE money sink. Only the richest could afford to build these things or to have them built. People with 500 million credits would honestly have to think hard about this investment.



Karetyr Sales and Services Network
SWG Veteran Since June 28th, 2003
oracomm2
Fri Feb 04, 2005 8:29 pm
#21






DarthScin wrote:

While I think Star Destroyers and the like are a little too far out there, things for the ground game - like, say, player-crafted Detachment HQs - are certainly viable.


The other reason this is a good idea is because it would be a MASSIVE money sink. Only the richest could afford to build these things or to have them built. People with 500 million credits would honestly have to think hard about this investment.






totally agree... with the announcement of the new GCW changes.... I wish they would have made some part of the bases being crafted.

oracomm2
Fri Apr 08, 2005 10:59 am
#22

any more comments?

Danto1
Sat Apr 09, 2005 3:53 pm
#23

I would love to be able to build large buildings in player cities, things that take hundreds of millions of credits / resources and many many weeks to build.

Mayor sets the foundations of the projects and a terminal is placed, players then donate to the project, maybe even with a badge reward or an item to the "lead builder" or something like that. Build missions could also run from the terminal which also adds to the project. I want to build a massive pyramid in my town (well why not!).

How about "You have entered the (player city name) underground complex" if we can have our own NPC's to help us like stormies, why not be able to place some in our own complex's.

Create our own POI's!!

Also I would like to see bases that develop and grow the longer you keep them and the more money they generate inside them.

I also want walls! walls I tell you!!!



Danto / Daisee Dook
DrunkWookiee / Emperors Ho|Mayor of MASH
Resources Vendor at Mashedville, Naboo -6159 -3749
Treasure Maps should be a challenge!
bluejanus
Sat Apr 09, 2005 9:25 pm
#24






Danto1 wrote:
I would love to be able to build large buildings in player cities, things that take hundreds of millions of credits / resources and many many weeks to build.

Mayor sets the foundations of the projects and a terminal is placed, players then donate to the project, maybe even with a badge reward or an item to the "lead builder" or something like that. Build missions could also run from the terminal which also adds to the project. I want to build a massive pyramid in my town (well why not!).

How about "You have entered the (player city name) underground complex" if we can have our own NPC's to help us like stormies, why not be able to place some in our own complex's.

Create our own POI's!!

Also I would like to see bases that develop and grow the longer you keep them and the more money they generate inside them.

I also want walls! walls I tell you!!!





I wonder if you can code a train or shuttle to move at set points in a town.





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
Aemanne
Tue Apr 19, 2005 5:34 pm
#25

This is a great idea. My personal vision in this regard was Orbital Space Stations that are either neutral, or factioned and affect the GCW on the planet they orbit. I envisioned it as a city in space, a group could get together and pool their resources / crafting skills to create their own station. If the station is Rebel, it could have an NPC Rebel Fleet protecting it, same for IMP. If there are more Rebel Stations surrounding a planet than Imp ones, Reb PVP on the ground is enhanced in some way. If it was neutral, it could potentially have benefits to ship crafting, repairing ships, storing large amounts of items / resources etc.

It would also be cool if we could have personal Skyhooks ...



Aemanne
- CEO Xizor Transportation Systems-
- 12pt. Master Shipwright, Armorsmith and Artisan -
- Please offer all items to "Aemanne's Artisan Emporium" in Starlight City, Dantooine -
IcepickIIIDragonrider
Sat Apr 23, 2005 2:49 pm
#26


How about being able to design and build large limited schematic things. For example, to build a lake there would be a 4 week build cycle, but only be buildable of 1 per city, or 4-5 per planet.



Didnt finish last post before puttin up...

Message Edited by IcepickIIIDragonrider on 04-23-2005 03:07 PM



IcepickIII Dragonrider

Ex-architect Commando.
Page 2 of 3