Ok we are almost through Our first presentation idea and I think it went ok .. I just want to try to make the process a little easier.. So here is the plan ....
Ok this is what we are going to do .. I want to keep this thread open for discussion on new Ideas for structures that we want.. Each week I will choose one Idea from this list and will highlight it on its own thread for an open discussion, after which I will present the idea to the devs.. Now Please try to keep your idea brief and to the point.. If the idea seems good but I am not sure where you are going with it .. I will contact you via PM .. Please also name each idea structure and start the idea with that name in bold text.. So it will stand out..
Now I will tell you know If I pull an idea from here to be the focus for that particular week .. If there is an oportunity to lace it with some of our issues I will ...
Ok Lets Have Fun with this..
(I know some of you have typed your ideas a few time..) dont worry this will be the main thread from now one..
Message Edited by Dvnce on 04-29-200402:47 PM
Imaka QuHurl
Hello My Name Is Dvnce..... And I am addicted to Redundant Punctuation.....
How about soemthing like a mail office where we can send goods to people, how many times has some been on the other side of the galaxay and need something simple. With this building you can make a package, give it to the carrier and there the casrrier will send it to the designated planet on the planet your sending it to. These could be used in citys and generial towns and can privide for some more quest ideas.
Player Malls - placeable by a Master Merchant and as per the earlier suggestions
Player Shops - a structure similar to the Merchant Tents but with a higher footprint (say 4 lots) and a larger storage capacity, room for crafting stations, etc.
Player City Starport - a Level 5 structure that complements the existing shuttleports (doesnt replace them)
Paving lots - an architect craftable city decoration structure that can be placed similar to gardens, statues, etc. These can be of varying dimensions and could be crafted up as say 4x3, 9x2, etc. They count against a city as a normal decoration (streetlight, etc).
Training Pavilion - any trainers placed in this structure pay money back to the city.
More City Decorations - things like walls, city gates, bridges, etc
Stuman Anikadir Shipwright, Artisan, Architect, Merchant Vendors now located at Desert Wind Mall, Mos Tog, Tatooine Over 25? Come join The Older Gamers
This is something the CH community is dying for...and as part of both the MCH community (Tharien) and the Master Architect Community (Trillious), i think it's something that should really be consided.
Player goes round his harvesters collecting resources. Puts all of these into his new 'Dispatch Droid' (something new for DEs) and sends the droid off to his handling depot where the resources are stored until such time as the player can get back to distribute them. This could double as a storage facility.
I'm thinking of a circular or oval arena build into the ground. Could be used for pet or player dueling events as well as an open air theatre for plays and musical performances. Maybe attach large displays which can be configured to display custom messages like scores or announcements. Along with it could come a small booth for a chef to sell some snacks and beverages and maybe some sub-level catacombs for the actors / duelists to prepare for the show, from which they can enter the arena gloriously through a separate entrance, accompanied by fireworks and lighting effects.
Poko A'Fey Bothan Master Smuggler / Master Shipwright FOP Corporation - Federal Island - Corellia / Kettemoor
"The limits of our language are the limits of our world"
This is something the CH community is dying for...and as part of both the MCH community (Tharien) and the Master Architect Community (Trillious), i think it's something that should really be consided.
I subscribe this idea. It would be nice to see player cities with corrals attached to BE's homes which could serve both for breeding and animal exhibition. I'm thinking in an open structure (without roof) divided in 6 or 9 "rooms", with a manteinance terminal where you could put food for the creatures and a mini-lab for genetic engineering experiments.... It would add some "life" to player cities and it would benefit 2 professions at a time: Architect and Bio Engineer.
hhhhhhhhhhhhhhhhhhh ElMon Mintaka Artisan¥Shipwright (ex-Architect)¥Pistoleer Mos Exploria ¥Tatooine ¥ Radiant Vendor@3483, -5690 near MosEisley
Shipyards/Hangar (choose a name :/ ). Basically, a large building (I envision it perhaps as large as, say, a large house or a PA hall, but fairly open). Either A) It could be the ONLY place where spacecraft are created, and a craft could be displayed in the "large open area" (when I craft a ship I want to see a ship, not a "slip of paper" that is a datapad sheet ), or B) it could SIGNIFICANTLY help in the crafting/modification (for later on when weapons are swapped, etc)/repair process. It'd be cool to have such a building that would be recognized as THE place to go for spacecraft (plus, even if it weren't a decaying building, it'd give us something significant to sell initially and make a quick buck :/ ). I dunno, I think it'd be cooler to craft a spacecraft inside a building rather than inside a dinky crafting tool
...I just thought of something, I said large building but that'd imply a large lot cost, when I know those people making them will need lots for harvesters, etc. Perhaps either A) it could be large but only take 1-2 lots, or B) one of the profession levels (master architect, say) could get increased lots, not specifically for this but in general, but that's already been debated I know.
Well, obviously space expansion is a long ways off and maybe plans for something like this are in the works, but figured I'd get it out now. Shipyards're cool lol.
a craft could be displayed in the "large open area" (when I craft a ship I want to see a ship, not a "slip of paper" that is a datapad sheet ), ...
.... I dunno, I think it'd be cooler to craft a spacecraft inside a building rather than inside a dinky crafting tool
just a thought, but I am expecting a spacecraft to be quite a sizeable object. I agree I would like to be able to see what I made rather than a deed or schematic, but inside a building it would have to take up the whole structure, there will only be space for one of these at a time, I mean it's got to be as big as a house !
A structure where I can store maaaaaannyy items. Interface like a factory. I am tired to store all my items in more houses then I really need, in factories or vendors.
And I think this is a structure that many people would like and use.
Refah Deon, Heaven/Tatooine (Chimaera) Visit Heaven at -525 4070 near Mos Entha www.heaven-city.net
l33thaxx0rnam3
Wing Commander
Posts: 899
Registered: 07-03-2003
PA:
I hate my station name.
Server: Gorath
Ok. So the freaking board just lost me another really long post. Typed it in word, took in the margins as invalid html tags. The margins, for cryin out loud. I hate lithium. Anyway....
Of the previously posted ideas: Image designer tents. Great idea, but I don’t think there’ll be a huge demand, or use for these. Players don’t tend to look for IDs in new places. The static city tents will draw them out of the cantinas, but they’re hard enough to find as it is. On the other hand, I think Image Design is about the coolest profession (next to architect.) I don’t know of any other game that has something even vaguely like it. I’ll support whatever they want. Warehouses are a MUST. Period.
What I want…
EXISTING STRUCTURES There’s a few structures on Tat that have fully finished interiors that we oughta be able to have access to, I think. I want to be able to make the three storied building that the AH cantina is made out of. I thought these would be the medium or large houses when I first got architect, and was so disappointed when they weren’t. Still want one. Additionally, if I could make a static city cantina, I would drop my PA hall for a mall for one in a heartbeat. In a heartbeat. They need one of the side rooms raised a little for a stage to get the entertainers off the floor, but other than that, they’re one of the coolest structures in the game.
There’s also the huge round Tat towers and Corellian Skyscrapers that have balconies and everything that I’d like to be able to make. How cool would that be.
CLASS SPECIFIC BUILDINGS AND SIGNS Buildings designed to be small shops would be very handy for players and for vendors. They could have a little different look on the exterior, and the interior could have little lighted recesses (that you can put stuff in, not like the recesses in the back room of the PA hall, Grrr ) where tailors and armorsmiths could show off their outfits, the weaponsmith, could have several nice recessed flat sections for displays.
Failing that, some craftable signs for the exterior of buildings would be handy.
We also need some display cases, stands, and customizable wall signs, but that will go in the inevitable Furniture Wish list thread I suppose.
MUSEUMS People are making them anyway, why not run with it? I see a vaguely roundish, circular building so that people looking at displays are brought back to the front. There would be a variety of niches (that you can actually put stuff in, not like the horrible teases in the back room of a PA hall) and counters and such were you can place stuff. The center could be either an open area, like a courtyard, but since we can’t place things outside, then maybe just a little sunken area where we could place a small garden, or hey, more loot!
“COME ON OUT, SOLO!” As a more general design philosophy, the player city structures really need more than one entrance, particularly the med center, cantinas, and clone center, for the love of god the clone centers. Same basic model is fine, I don’t care, but a style 2 option with an extra door would be really, really nice.
TACTICAL/DECORATIVE WALLS The devs have pretty much said that placing generic houses for walls is dirty pool, but there is still a need for defensive structures in PvP cities. Why not give players some of the nifty archways and gates that make Bestine so much fun to speederbike through.
Obviously, we can’t get full walls, and that’s fine. I’m just thinking more of a deterrent to vehicle traffic, rather than an impediment. Something to place at the ends of broad avenues to prevent players from speeding into town and setting up camp. Like vehicle barriers and tank traps. Actually, speed bumps, come to think of it, are an even better comparison.
FIGHTING PIT The interior version of the outdoor arena someone mentioned earlier. Another circular building, but a mostly hollow interior with a large recessed floor in the middle. There would be terraced (or ramped like the theaters to save on polycount) seating all around the sides. A raised balcony off to one side for scorekeeping (keep reading) would be a handy. Some way to incorporate betting would be good, but that’s another thing altogether. Laser ropes to keep non-combatants out of the ring (and combatants in) would also be good.
One really neat thing that came out of the horribly executed Sims Online was a vatiety of game items that players could use to make their own in game games. Token pieces, spinners, scoreboards and stuff like that. We could use some star-warsy stuff like that, (like larger versions of Chewies chess pieces) but I’ll save that for the Furniture wish list.
I mention it here, because one thing the Fighting Arena would need is some sort of way to keep track of the score. You could make a huge, complicated system, but it could be solved relatively simply by just giving us some large paintings of numbers that someone could drop on an overlook for the people in the seats to see. The docking bay numbers from ANH would be the right size and font.
SHOOTING RANGE AND TARGETING DUMMY What’s the first thing you want to do when you get a new special or weapon? This might be incorporated into the Weaponsmith building. A long and narrow T- shaped building. Something like a display/sales room on one side, a shooting range in the middle, and an office on the other.
The targeting dummy could use the horrible little yellow statue art, and would not be destroyable. Doubt there’s any way to do it, but having it display the most damage, and from who for that day would be cool too, but that might be a little complicated programming wise. (but really REALLY cool)
FURNITURE, FURNITURE, FURNITURE I want the curvy glass tables, and the style 2 plants, and the shiny metal counters, and the cool red chairs, and the awesome blue couches…. Wait… STRUCTURE wish list. Never mind.
(Well, maybe mind a little. I want the existing furniture schematics almost as much as structures. Almost.)
Hmm. Maybe I’ll play around with Photoshop and see if I can’t get some of these structures sketched out a little.
Message Edited by l33thaxx0rnam3 on 04-30-200412:05 PM
Anchorhead Southpoint Mall Just SW of the Anchorhead Shuttleport: -139 -5684 "I assure you, if there were any Rebels here, they would be competitively priced." Ohi Tinacki (Master Architect & Merchant) / Cayid Cosserris (Master Smuggler & Commando)
1... fighting arena. oval arena with temporary TEF for any who enter the combat area.
2... pod race arena. Arena would have wide open doors and would be the start/finish line for a race. Pod race organizers could pay a fee to place race markers in the world that last only until next server reset.
Warehouse: new type structure, one room, or add a basement. Takes only 1 lot, but holds 250 items. Must be a master in a crafting field to use it.
Post office: pay a fee to send items to any other location with a post office.
Sal Po'Ryn Master Architect,Master Artisan,Master Merchant SalCo Industries, a subsidiary of SalSlak Corp ...for all your decorating/artisan needs Paintings, lighting, furniture, and rares when available. SalCo Industries Vendors at Numanjii City (Naboo, Ahazi) wp: -2203, 644 Numanjii Gallery of Art (Naboo, Ahazi) wp: -1736, 644
Player Malls - placeable by a Master Merchant and as per the earlier suggestions
Player Shops - a structure similar to the Merchant Tents but with a higher footprint (say 4 lots) and a larger storage capacity, room for crafting stations, etc.
Player City Starport - a Level 5 structure that complements the existing shuttleports (doesnt replace them)
Paving lots - an architect craftable city decoration structure that can be placed similar to gardens, statues, etc. These can be of varying dimensions and could be crafted up as say 4x3, 9x2, etc. They count against a city as a normal decoration (streetlight, etc).
Training Pavilion - any trainers placed in this structure pay money back to the city.
More City Decorations - things like walls, city gates, bridges, etc
While I support and would jump at any of the above issues, they do not provide long-term viable income for architects.
Malls, at best, will sell to less than 0.5% of the playerbase ONE TIME.
Starports, at best will sell maybe 5 times and be done. More likely, the architects out there that can support this endeavor are like me, and pretty much tied to a LARGE city community that expects architectural donations for structures on this level.
Paving Lots, just do not believe this is going to happen from reading the feedback on various Politician correspondants banging their heads on the wall about being constantly ignored in their private board over this subject.
Training Pavilions, see Starports above.
More City Decorations, see Starports above.
Having said that, in my opinion the player zoo is the best possible NEW structure (read not modified from something else) that would provide nominal income to architects for structures. However, I am not closed-minded about this and more than willing to hear further debate or suggestions.
Fivo Asia
Asia Brothers Industries Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404) Welcome to the SWG Business and Economy Forum!!!! Woot!!
Ok. So the freaking board just lost me another really long post. Typed it in word, took in the margins as invalid html tags. The margins, for cryin out loud. I hate lithium. Anyway....
Well we appreciate your efforts to repost. Nice work!
Fivo Asia
Asia Brothers Industries Asia Hall SiN CiTY, Dantooine (Offers Vendor at -4703 -1404) Welcome to the SWG Business and Economy Forum!!!! Woot!!
CraftDragon Master ShipWright Master Merchant RiflemanSelling Resources SpaceShips and parts Vendors at Tatooine/Rhuidean Marketplace,1000m due north of Theed Member of Visions Of Freedom Rebel Colonel Does my sitting on a throne of bloody Imperial skulls bother you?
PsychoticChipmunk
Interior Decorator
Posts: 5664
Registered: 06-26-2003
PA:
I am a PAC man, politician alpha squad
Server: Bloodfin
Barracks
This will incorporate a change in the militia, stratifying it to different "ranks"(via titles) and powers similiar to a PA hall. The Politicians want that power so why not tie a new structure with it?
Large open door ala cantina or PA hall, if they want to keep the stupid "load hallway" then have that the same as either a cantina or PA hall. It would open into a large room about the size of a cantina. At the 2/3rds mark of the room heading away from the entrance there will be steps going down into a main pit (again similiar to a cantina or PA). In the pit at the far wall there will be a raised podium or dais, and behind that a terminal for militia control. 2 doors will exist on the back wall either in the center and hidden to an extent by the dais or at the edges. The door on the left will lead to a medium corellian sized room (the U shaped house) that is empty except for a door at the back which would lead to the outside (give it a hallway if needed again) allowing for militia-men to not get bottlenecked in the event of an attack. The door on the right would lead to another room about the size of a medium corellian room, maybe a tad bigger in size, that is a row of 3 cells along the wall with a hallway leading straight from the door to the back.
Large Corellian style 3 (skyscraper)
You enter the main door and have to go upstairs (like a large Nubian) either go up to the left or the right, both enter the same room, these open up to a large main room roughly the same or perhaps 2/3rds the size of a Nubian. Against the back wall (again just like a large Nubian) there will be a staircase. It goes up 2 flights, winding around the room, to a large room that is about the same size as the large main room. This area also has a staircase (just a single) leading to the top room that has a domed roof and perhaps a balcony. You could even have an elevator that leads up to the other floors just to be different. This should give just about the same amount of space (as in square footage) of other large homes, just more vertical then anything else which is what Corellian's deserve.
FixerMX
Advocate
Posts: 148
Registered: 12-04-2003
PA:
ASP
Server: Gorath
"Landing fields."
These would have to be really expensive and have a limited use for game balance's sake. But Qui-Gon and company didn't just land in a starport during Episode 1; they set down at an out-of-the way location. Now pilots won't be able to "land" Space Expansion starships just anywhere on an SWG planet -- we'll be limited to starports.
So how about a craftable "portable starport", placeable in any comparatively large flat area, that would show up on pilots' navigation pads when they're selecting the starport to land?
For additional expense, the landing field could be constructed with an architect- or smuggler-crafted (or purchased with faction points) "jamming device" that has a chance of hiding it from people not in the same guild, the same group, or the same faction. The longer the landing field is up, the greater the chance of it either drawing attention from NPCs of the opposite faction (Rebels for Imperial landing fields or Imperials for Neutral/Rebel landing fields) or showing up on opposing factions' navigation pads.
The opportunities this would open up for smuggling and for PvP raiding would be vast. This would also be another way for architects to become involved with the Galactic Civil War.
A true theatre building. The current theatres don't work at all, except as a sniping point for ranged PvPers. A real theatre, with a layout similar to the inside of a city hall, without so many side rooms would be an excellent new structure.
Cher & -Chastity- SuperStar - Shadowfire Master Sharpshooter, Master Combat Medic Master TK, BE, Smuggler Mayor Juliani - Master Architect, Master Artisan, Musician, Politican - City of Angyls, Tatooine
- City Walls and gates that can be destroyed with enough rocket launchers and mse bomber droids.
- Actual streets and pavements.
- Starports for SE.
- Malls. Could look much like the Cantina but you need some merchant skill instead to place.
- Harvestor plattforms that decays. 2 types: 1 to place where its lots of hills. 1 to place out in open sea, rivers
- Militia HQ much like the PA hall. But with ranks as in an army. Great for rp ppl eh... ? Must be optional for a city though.
- Trees to place in citys. Large version of indoor tree we got now.
- Bridges. All the city with big sloops and ditches. a few of those REALY need a few bridges.
- Terraformer. I've seen a camp spawn and it usaly terraforms the terrain. let it flatten terrain, make ditches and sloops for city defences. Terrafroming would only be able to do inside a citys border so we dont end up with planets you can see from on top of a crate. Say its disposable. Or a set number of uses.
All I can think of on top of my head atm. I might return with more
A building accessible only to Militia members or the Mayor. It spawns NPCs who take out any other NPCs who would be aggressive to the Townsperson faction. They would go in groups and patrol around the city, keeping it safe from ner-do-wells and such. This next part may be a little complicated in the coding section, but it'd be cool if a player killed one of those Policemen and lost TOWN faction, that way if he ever lost enough he would be aggroed by the Police whenever he went near one from that city.
Anyway, just something to think about.
Also I like the idea of the roads, trees and shuttleports!
GadonThek
Pilot
Posts: 1652
Registered: 12-15-2003
Server: Chimaera
Im not an architect, but I hope you dont mind if I make this suggestion. Im thinking of starting up a PA at some point in the future, and one of the biggest obstacles is Credits. Ill be creating a template that suits my character RP, rather than an uber cash-farmer who can make 1 million+ a day from missions, and the cost of buying and maintaining more than one PA Hall on multiple planets(for ease of recruitment) would kill me.
I propose a "Recruitment Outpost". These buildings would work with a PA Hall rather than replace it(a PA would still need a PA Hall to exist). It could simply be a modified Small House, but it would have the "PA Invite Area" that the current PA Halls do, allowing smaller PAs the ability to recruit on a par with the larger PAs, without having to spend obscene amounts of money on multiple PA halls. This "Recruitment Outpost" would have none of the other abilities of a PA Hall, it would only allow those members of the PA who are authorised to do so the ability to invite new members when nearby/inside it.