Droid Engineer Archive
Thread: Some food for thought :-}
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Pallida
Mon Apr 12, 2004 1:21 pm
#1
Personally, I think that, for a game with a "player driven economy", the Developers of SWG really missed the mark.
I'll willingly admit that the "industrialists" *nods head to all known/suspected industrialists* are in the game to make as much money as is possible. So why didn't the Developers foresee this eventuality?
Case in point: We are all able to carry ridiculously large loads of resources (100kg in Steel per mount point, for example). However, we can t store enough items in our "large"homes to really make it worthwhile (some of us like to decorate our residences).
Why didn’t the developers think, "this outlandish" and come up with an alternative... say... a player-owned/maintained Industrial-Complex Base Module (ICBM (sorry, I just had to do it)), to which additional modules could have been added.
The ICBM would NOT have counted against player’s lots and possibly could have been a part of a different pool of "manufacturing lots" and have been placed anywhere on the map, subject to terrain constraints.
Modules serving specific functions could have been added onto the ICBM when the player needed the function
Modules like:
1) Resource Storage Warehouseing (Limit one each)
a) Small (50 storage points, 25kg each max)
a) Small (50 storage points, 25kg each max)
b) Medium(150 storage points, 50kg each max)
c) Large (450 storage points, 100kg each max)
c) Large (450 storage points, 100kg each max)
2) Product Storage Warehousing (Limit one each)
a) Small (store 150 items)
b) Med (store 300 items)
c) Large (store 600 items)
a) Small (store 150 items)
b) Med (store 300 items)
c) Large (store 600 items)
3) Manufacturing Modules (all modules would have access to any attached resource or product warehouse):
a)Equipment Factory
b)Wearables Factory
c)Food/Chemical Factory
d)Structure Factory
(All factories would output to Product storage warehousing)
a)Equipment Factory
b)Wearables Factory
c)Food/Chemical Factory
d)Structure Factory
(All factories would output to Product storage warehousing)
4) Vendor Show-Rooms and Sales:
a) Up to the maximum amount of vendors permitted by the Merchant Skill-Tree.
a) Up to the maximum amount of vendors permitted by the Merchant Skill-Tree.
As an Industrialist’s customer base and requirements grew, so could his/her manufacturing capability... presuming that he/she had enough terrain-friendly physical space around the ICMB for the various add-ons.
Each module would have required it’s own maintenance schedule/fees… thus keeping to the known desire for money-sinks in the game.
All items associated with the ICBM would have needed to be:
a)Architect crafted and
b)Subject to permanent decay (when maintenance is allowed to lapse).
Hell... With a setup like this.. I might have even been tempted to become an "Industrialist".
Just food for thought... and feedback???
sssssssssssssssssssSSS(:-<
Message Edited by Pallida on 04-12-2004 04:23 PM
Message Edited by Pallida on 04-12-2004 04:36 PM
gametruth
Mon Apr 12, 2004 4:48 pm
#2
not a bad idea, hope a dev sees it - they actually might like this. hopefully we'll see it in game someday.
Lonkley
Mon Apr 12, 2004 6:59 pm
#3
bottom line. They have issues with data storage leading to slow database retrieval/system crashes.
They want to reduce the # of items in the game, not increase it.
Thats why you will never see any increase in item storage for any reason until they fix the underlying problem.
As it is, Vendors will likely be nerfed heavily (from unlimited items to a few hundred) when they get their "love" in a few month.
Pallida
Tue Apr 13, 2004 5:59 am
#4
Lonkley wrote:
bottom line. They have issues with data storage leading to slow database retrieval/system crashes.
They want to reduce the # of items in the game, not increase it.
Thats why you will never see any increase in item storage for any reason until they fix the underlying problem.
As it is, Vendors will likely be nerfed heavily (from unlimited items to a few hundred) when they get their "love" in a few month.
Yeah,.... but is like I prefaced the thread... this type of brainstorming should have been performed in the "design stage"
Something like this should have been considered at the top of the process. I really wasnt advocating a post-productionchange in design.. simply musing on what could have been developed, had proper thought gone into the process.
ssssssssssssssSSS(:-<
Akkori
Wed Apr 14, 2004 5:29 pm
#7
There is no reaosn why they cant still do this. The game needs to accomodate the "business-beings" in the game. Not everyone wants to slaughter innocent creatures, get into pissing contest with players over who is the most l33t, or sit around CoroLag spaming.
_KernMist
Mon Apr 19, 2004 7:56 am
#10
Something I put on the Architects forum, which has related issues to this:
http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=51973
slaier0702
Thu Apr 22, 2004 7:37 am
#11
Lonkley wrote:
bottom line. They have issues with data storage leading to slow database retrieval/system crashes.
They want to reduce the # of items in the game, not increase it.
A side issue that may solve this problem would be to allow crating upto 1000 units. I know it would solve my space problems.
Thats why you will never see any increase in item storage for any reason until they fix the underlying problem.
Regards,
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