Business And Economy Archive

Thread: Massive projects

oracomm2
Sat Jan 22, 2005 6:20 pm
#1

Personally when I started swg i went for architech then shipwright because I liked to build things and build a business around those things. The thing I find lacking with swg is the ease in which one can create these things.


I wish there was some sort of "massive project" an entire group of people could work on. some thing that no one perrson could possibly do on their own. It would take a group of 20-50 people several months to accomplish and cost a pretty penny to complete.


some ideas I have swimming around in my head are:


- Shipyards in space for each of the 3 pilot professions (neutral, imp and rebel) basically building a ouptost in space created by architechs, weasponsmiths, armorsmiths and various other crafting profession each contributing to the project in phases. The rewards for helping in the project would be abliity pilots of the same faction could dock and run around in those areas or ships, help maintain them and have adventures there.


-Bulding capital ships once the shipyards are complete. these ships won't nessesarily be controlled by players as they would be too powerfull but maybe once completed they would float around in space being controlled by npc's but players could run around in them and possibly man a turret or perform repairs, repel boarders and such.


Each of these project would require, as mentioned above, many people to complete, cost alot to build and maintain. Also these projects would be vulerable to some degree of damage or destruction, thus causeing more work, money, resources to maintain.


I believe massive projects such as the couple mentioned above would add to the GCW in that all three factions would be competing against each other in order to complete their projects and attempt to damage/destroy the other groups projects.


I don't believe there is enough risk vs reward in the game..... things that get built.... ultimately need to get damage and/or destoyed thus repairs and/or creation of new things are needed and that will help keep the economy flowing properly.


my 2 cents.

sweatyclimber
Sat Jan 22, 2005 7:33 pm
#2

i think its a great idea! i'd love to see massive projects.



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gamin
Sat Jan 22, 2005 9:22 pm
#3

that would be awsome

i've always thought there was too little risk vrs reward in the swg...one reason i'm a reb, because its fun to run around worrying about being scanned ect..

you can drop a house and its always going to be there no matter what


it would be awsome to have some kind of system in place that would make factioned players buildings voulnerable under certain circumstances to attack/dmg being destroyed whatever...that in turn would open the possibility of having to build and place defenses like turrets to protect your house in the even it becomes attacked


of course neutral players would be safe


this would also encourage grouping of factioned players to increase their protection


and if someone wanted to leave the game for a prolonged time, they could just drop back to neutral and not have to worry


just my two cents


i'm also very happy with the direction the game is going and the attention its getting from the devs..keep up the great work





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Phaelyn
Sat Jan 22, 2005 10:33 pm
#4






oracomm2 wrote:

Personally when I started swg i went for architech then shipwright because I liked to build things and build a business around those things. The thing I find lacking with swg is the ease in which one can create these things.


I wish there was some sort of "massive project" an entire group of people could work on. some thing that no one perrson could possibly do on their own. It would take a group of 20-50 people several months to accomplish and cost a pretty penny to complete.

Ever seen the "Community Crafting Project" listing on the Bazaar? I believe that type of thing is planned - At least I hope.

some ideas I have swimming around in my head are:


- Shipyards in space for each of the 3 pilot professions (neutral, imp and rebel) basically building a ouptost in space created by architechs, weasponsmiths, armorsmiths and various other crafting profession each contributing to the project in phases. The rewards for helping in the project would be abliity pilots of the same faction could dock and run around in those areas or ships, help maintain them and have adventures there.

Ah, OK - I get Dibs on creating Kuat Drive yards!!!

-Bulding capital ships once the shipyards are complete. these ships won't nessesarily be controlled by players as they would be too powerfull but maybe once completed they would float around in space being controlled by npc's but players could run around in them and possibly man a turret or perform repairs, repel boarders and such.

Not bad at all - Rather easy to do in fact - Just convert the Corvette missions into new "capture the flag" type arenas, with space battle first, and then boarding parties in the next stage...

Each of these project would require, as mentioned above, many people to complete, cost alot to build and maintain. Also these projects would be vulerable to some degree of damage or destruction, thus causeing more work, money, resources to maintain.


I believe massive projects such as the couple mentioned above would add to the GCW in that all three factions would be competing against each other in order to complete their projects and attempt to damage/destroy the other groups projects.


I don't believe there is enough risk vs reward in the game..... things that get built.... ultimately need to get damage and/or destoyed thus repairs and/or creation of new things are needed and that will help keep the economy flowing properly.


my 2 cents.









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.
LonelyGhost
Sat Jan 22, 2005 11:12 pm
#5

I posted in the Architect forums a long time ago the vision I had for certain structures being built. I know this is a game, but its a pretty serious game to a lot of people. Having a house pop into existence after 5 seconds is a little silly.

The idea was that all player structures would bneed to be "built". This was done with the aid of a Droid Construction crew. The architect made the schematic in a similar way, but they are the only ones who can actually "build" a house.

JoeCommando needs a house. He drops by an Architect vendor and buys a deed. He takes the deed, and places a "foundation", or marker where he wants the structure to go (he uses the deed to do this). Then he finds an Architect (maybe the same one) and arranges a deal regarding the construction of the house. This architect must have a cerain size Crew to make the house...more droids for larger buildings. This "Crew" is actually just a single datapad droid with a rating indicating the kind of structures it can make. Some crews are cert'd to make homes, some civic buildings, some harvesters, etc...

The Architect goes to the location with the deed, and deploys his crew. The time it takes depends on the size, of course, but lets say for the heck of it that a small house takes 2 full "days" (game days) to make. A City Hall, or Guild Hall, would take a game week.

So that the player can have *some* kind of functionality right away, as soon as the Architect crew starts to build, a "management terminal" would appear, and this acts just like a bank terminal in that you can store stuff in it equal to the capacity of the house.
When the house is done, the terminal (now inside the house) must be emptied before anything can be dropped in the house, and nothing more can be added to the storage terminal.

The construction process could be animated to show the skeleton being erected, droids moving around doing various things, sparks, paint, etc...

For Harvesters and factories, it would need to be faster, and they aren't that big, but they can be turned on as soon as the construction process is started. This is really just a new way to "see" the structures entering game. You still get all the functionality immedietaly, but the immersion benefits I think.



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mistereous1
Sun Jan 23, 2005 6:44 am
#6

Interesting Ideas and I'm not opposed to any of them, I do have one thought though...isn't this what faction bases were essentially supposed to do? Not as far as the project building I mean, but as far as the additional content. In my 7 months of playing, I've seen maybe one group go after a faction base on either side.



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Tipicaly
Sun Jan 23, 2005 1:33 pm
#7

This sounds like a verry good idea in my opinion it would be good to have crafters working together more, instead of one just getting the proffession they also need for components



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daslama
Sun Jan 23, 2005 1:59 pm
#8

This could be something really interesting. Let me introduce some of my own ideas.

Let's say, the Empire Empire wants to build something big - a Super Star Destroyer or some freakish Battle Station big as a small moon...whatever...they certainly would need a lot of things. The Rebels would have to react, so they decide to build some mighty frigats. We now have two projects, taking up tons of material. Every profession would be included. Tailors could create Uniforms(I think I heard a Star Destroyer needs a crew of 5000 min.), architects build the interior, shipwrights build some(thousand) minor ship components,...you get the point. Everyone can craft something, take it to a NPC and get some faction points(hey, finally a way crafters can get evolved in the GCW). There could be missions for combat professions related to such a project. Or maybe you just could donate money.
A few weeks and some billions of ressources and credits later one of those projects is finished. The winning side would recieve a small reward - a badge and some item, nothing powerful...just something nice. Then we can start over again with a new project.

I know, this is not going to be in game soon, but...would be cool.



----Just call me Llama----
oracomm2
Sun Jan 23, 2005 6:06 pm
#9






mistereous1 wrote:

Interesting Ideas and I'm not opposed to any of them, I do have one thought though...isn't this what faction bases were essentially supposed to do? Not as far as the project building I mean, but as far as the additional content. In my 7 months of playing, I've seen maybe one group go after a faction base on either side.





yes but factiononal bases don't have a big impact on the economy.. they aren't built by crafters instead they are bought with faction points.


I've seen some decent sized raids on the bases however they don't happen every second of every day.







EdOWar
Sun Jan 23, 2005 11:12 pm
#10

This is a great idea, and could be extended to ground projects as well. To borrow a phrase from Civilization games, they could be factional "wonders" that give a unique advantage to the faction that completes them. Naturally, the opposing faction will want to destroy or capture them, so they give combat players something to fight for as well.


There seems to be a lot of emphasis on grouping for combat, it would be nice to see some emphasis on combined effort for crafting as well.


Slim Vargo, Corbantis
Narreem0884
Sun Jan 23, 2005 11:29 pm
#11

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.



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oracomm2
Mon Jan 24, 2005 4:47 pm
#12






EdOWar wrote:

This is a great idea, and could be extended to ground projects as well. To borrow a phrase from Civilization games, they could be factional "wonders" that give a unique advantage to the faction that completes them. Naturally, the opposing faction will want to destroy or capture them, so they give combat players something to fight for as well.


There seems to be a lot of emphasis on grouping for combat, it would be nice to see some emphasis on combined effort for crafting as well.


Slim Vargo, Corbantis




"civ factional wonders" great analogy.


EdOWar
Tue Jan 25, 2005 11:02 am
#13






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

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