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Thread: A Suggestion
It seems that one of the major problems that has plagued us is the distinct possibility that we are driving ourselves out of business. With weapon smiths, amour smiths, and droid engineers having a constant sell of business through degrading items, architects have been left holding empty coffers when everything is said and done. We have no real source of renewable income. Instead, we depend on new players and changes in the function of the houses.
Recently a friend of mine posed a suggestion to solve this dilemma. And in term I would like to pose this suggestion for critique. Why not have a percentage of the individual homes upkeep flow to the maker of the house? As an example: if John Doe buys a large house he must pay upkeep. Out of that upkeep Little Suzie, the Architect who built the house, would get a small percentage of it. Translation: the more houses built and sold the more upkeep the architect receives.
comments - suggestions.
Relic ![]()
Master Architect Master Artisan Merchant
If architects aren't the ones to craft theLandspeeder and Swoop bike, I will be greatly disappointed.
However if we are the ones that will be able to craft them, I don't understand all the whine and cheese about how SOE hates Architects and has abandoned us. Mount vechicles should be our future bread and butter.
I'm confused, how does building mechanized travel items have anything to do with architecture? Why do you think this is something that would be given to architects?
With the UP coming in as the elite-elite profession for architects, i don't anticipate the possibility of us getting to make these, even if it would be fun and profitable.
In all honesty, this is most likely an elite-elite profession for the DE. It makes sense and goes along with the type of items they are currently building.
Don't get me wrong, i'd love to have this option, but I don't think its realistic to ever expect to see those come into the architects corner of the world.
If anyone has any comments on these, I'd like to hear them.
I also think the idea someone had about defensive add-ons could have some good potential.
Hear are three different ideas I have for improving the lot of architects and potentially the overall economy.
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Houses decay. Why don't houses in SWG ever need new roofs or airconditioners or new windows? To represent this decay the devs could institute a house 'vitality' system.
How this system would work:
A 75% vital house can hold the normal number of items as a current house, with the capacity decreasing to 0 items at 0% vitality.
Why should people pay double for maintenance (having to pay regular maintenance as well as buying vitality items)?
Perhaps they shouldn't, but maintaining other items (guns, armor) falls under the original crafter's business. Hence many people sell repair kitsalongside their product. Most people who own and use their houses can afford to buy some small vitality-adding item to keep their house in top-condition.
The problem: The economy uses houses as a money sink, and without that sink, money becomes worthless due to inflation.
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An alternative solution is that architects should recieve a percentage of the maintenance paid.
The problem: This is not fun for the architect nor does it provide the same magnitude money sink.
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Yet another solution is to add a usable item such as 'exterior paint' or 'wallpaper' or 'shingles' to the architect schematics. These items should wear off in accordance with the maintenance rate of the building (larger buildings need more paint).
The problem: There is no art designed for this and the implementation of different color houses may be semi-tricky and could cause framerate problems as more textures would need loading. Bad implimentation could make populated areas unplayable.
With power 1 we can special hit for over 1000, and with a good pair of VK's do it alot faster (i.e. more often)than a rifleman. I wouldn't mind a damage boost but we are hardly getting shafted.
Kiting is a different story.....
I'm strictly a part-time entertainer and hardly ever poke my head in these boards here... Hopefully, my suggestion's not too out of whack.
As I was playing for a few folks last night, I was reminded how little interaction there is between entertainer and crowd. Getting people to notice that there really IS someone paying attention while they're playing music seems to be a pretty tough task. Hence, my suggestion:
Remove the 'listen to' from the audience's radials. Add a 'play for' to the entertainer's radial. If someone wants their fatigue healed, they have to contact the entertainer - then I would KNOW who's listening to me play. I already know how my tippers, healers are - but I don't REALLY know who my true audience is. And the lack of interaction between people turns me into some sort of weird mechanical function people have to 'use' to get their fatigue back.
I remember on the forums before the game was released that ideas like this were brought up... At the time, I didn't like them. It adds a bit of annoyance factor to the entertainer. It doesn't make a whole lot of sense from a RL perspective. But something needs to change the current dynamic where people treat entertainers like a shield recharge terminal in Unreal Tournament. Maybe it's some of our own profession's fault - with the afk roboting and other nonsense. But this would fix that as well... Anyway. Just my two cents. Comments would be appreciated.
I have a suggestion
I kno many people think that eliminating permadeath is a bad idea...and i agree.
Many think that a jedi master without permadeath would run around **edit**in everyone up....and i tend to agree...cuz i would do that ![]()
HOWEVER
Jedi Masters deserve the chance to have some fun with their character
So i suggest giving the Jedi Masters their normal5 deaths before they get permakilled. But also give them 3 additional deaths on the first of every month. These deaths will last until the first of the next month and then they will expire and you will get another set of 3 deaths to have fun with.
So on jan 1...you are given 3 deaths in addition to the normal 5 you get with the jedi master status...if u die 3 times..then u still have the 5 deathsthat come with jedi masterdom. But if u die 4 times in that month..then that 4th death counts against the 5 death allowance provided by master status.
And thenin Feb, you have your 4 deaths..plus the 3 deaths awarded on Feb 1.
This may be a bit wordy..but i am sure you all get the idea. Now the actual number of deaths awarded is a balance issue and doesnt need to be argued over. But the whole point is to give Jedi players the chance to have FUN (thats the point of the freakin game) and also gives us the chance to see the Jedi Masters in action...against EACHOTHER as well as against groups of BH.
I personally would love to go to a pvp battlefield and see a couple of Jedi Masters runnin at eachother with sabers out and force lightning goin all over the field...but as it is right now...we will never see one and imagine the feeling of dieing as a JEDI master in the current system.
Now..another argument might be that the devs want to make the pursuit of Jedi Master a very difficult thing..hence the system of permadeath..thats kool....then just award these disposable fun deaths to Jedi Masters
And all you BHs out there...this system will increase the chance of you actually encountering a Jedi Master and will give you some additional content
Altho i do see that this idea goes against the idea that Jedi were rare in this time period..but hey...games are supposed to be fun....leave reality to real life