Legends of the Jedi Forums The Brainstormtorium Buildstructure Ideas
This topic has 18 replies, 8 voices, and was last updated 14 years, 1 month ago by Quicksilver.
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    • Ctheknight Member
      April 11, 2010 at 6:10 pm #1351

      So, I was brainstorming on buildstructure as an engineer skill and thought of a few ways we could make this truly involved and truly useful. Here we go.

      1) Apartments. I know that we can already charge people to enter buildings, but I was thinking more of a real apartment system. Engineers with a deed can build an apartment complex somewhere that players can then rent rooms from. The plays have to pay X amount of credits a standard IC month to live there. These credits are automatically taken out. The owner of the building gets the credits as payment.

      2) Leadplanet. Okay, so leadplanet is apparently kind of dead and I want to infuse some new life into it and allow customization of planets. I was thinking, maybe a good thing for engineers could be the ability to buildstructures that would change a planet. The empire could hire an engineer (presumably a team) and this team could build Economic, Residential or Military buildings. The more of each you have, the more a certain thing goes up. For example, full Economic would make the planet produce more tax income and raise the planet funds. Full Residential would increase the population to a high level. Full military would cause more guards to spawn planet side and would increase the planet shields. Obviously, I would propose that Economic and Military take population and that you have to build some residential to increase population. This would represent the people working as Economic or Military persons. I also propose that each one would cost 1 planet upgrade slot and that the number of upgrade slots would depend on planet. Coruscant would have more than say Nal Hutta. And getting ever more crazy, each planet could have special buildings. Nal Hutta could get smuggling type buildings that increase revenue, crime but spawn government friendly thugs that act as guards. Kind of like the back door deal kind of stuff. Coruscant could get Research Labs that would increase the chance of develop working for that clan. Or something like that.

      3) Clan Buildings. Okay, so one of my biggest things is how put down independent engineers are. We can’t develop, we can’t own a building really and so we’re stuck with our shops (Which are taken by the bigger engineering firms) and a player home if we can get it. I propose making sellable clan buildings that can be built. They would cost a high amount of money, say 1.5 million, to make sure that only those serious would get it. These buildings would vary in size. A simple office building with a workshop and barracks would be 1.5 million. A larger structure with say a small garage (for starfighters and/or vehicles) along with the stuff from the first would be 2.5 million. A truly gigantic structure would require clan approval and would feature pretty much everything a large engineering corp would need. We could even have clan buildings for other people. Espionage, Science, Slicer, Mercenary, Pirate, etc. I think it could be really fun.

      4) Building Upgrades. So, ships have upgrades, why not upgradebuilding? Perhaps you could upgrade a buildings stats. For example, increase it’s resistance to damage, add a landing pad on it or even add a landspeeder garage.

      That’s all I have for now.

    • Kora Participant
      April 11, 2010 at 6:20 pm #13996
      "Ctheknight":36260z47 wrote:
      2) Leadplanet. Okay, so leadplanet is apparently kind of dead and I want to infuse some new life into it and allow customization of planets. I was thinking, maybe a good thing for engineers could be the ability to buildstructures that would change a planet. The empire could hire an engineer (presumably a team) and this team could build Economic, Residential or Military buildings. The more of each you have, the more a certain thing goes up. For example, full Economic would make the planet produce more tax income and raise the planet funds. Full Residential would increase the population to a high level. Full military would cause more guards to spawn planet side and would increase the planet shields. Obviously, I would propose that Economic and Military take population and that you have to build some residential to increase population. This would represent the people working as Economic or Military persons. I also propose that each one would cost 1 planet upgrade slot and that the number of upgrade slots would depend on planet. Coruscant would have more than say Nal Hutta. And getting ever more crazy, each planet could have special buildings. Nal Hutta could get smuggling type buildings that increase revenue, crime but spawn government friendly thugs that act as guards. Kind of like the back door deal kind of stuff. Coruscant could get Research Labs that would increase the chance of develop working for that clan. Or something like that.[/quote:36260z47]

      This entire section that you wrote sounds really cool — and I think there’s some overhauling of the leadplanet system going on already, though I could be wrong. The obvious downside is that this is a fairly involved system that only a small amount of the pbase would ever have a chance to use, but the upside is that different planets would have different worth to governing clans. With a different number of "upgrade slots" as you called them, and different specialized buildings, a clan in control of a planet like Coruscant would have an advantage over a clan in control of like… Yavin IV. It would add a new level of strategy to how clan warfare progresses, which I’m always in favor of.

    • Ravaus Participant
      April 11, 2010 at 6:30 pm #14002

      Leadplanet is being revised currently.

    • Kora Participant
      April 11, 2010 at 6:35 pm #14007
      "Ravaus":hxzj32qv wrote:
      Leadplanet is being revised currently.[/quote:hxzj32qv]
      Woo! Do we have any idea what’s being done, or is it all top secret? I poked around for a topic on the subject, but couldn’t find one.
    • Ravaus Participant
      April 11, 2010 at 6:37 pm #14008

      Haha, we’ll reveal details at a later date.

    • Ctheknight Member
      April 11, 2010 at 6:54 pm #14014
      "Ravaus":s573wdzf wrote:
      Haha, we’ll reveal details at a later date.[/quote:s573wdzf]

      Any opinion on the clan buildings thing Rav?

    • Ravaus Participant
      April 11, 2010 at 6:59 pm #14015

      Wouldn’t be up to me. But it’s doable.

    • Kirash Participant
      April 12, 2010 at 12:20 am #14019

      I like it. However, in regards to the apartment thing, I’m pretty sure there is a system in to sell structures like ships on public sale. Personally, I think if a structure is going to be built and not be clan specific like, say a Clan HQ, it should immediately be put up for public sale instead of being registered to the person who built it. That way, the engineers building it wouldn’t just automatically get a free structure under their name that they could rent out for a major profit.

    • Ctheknight Member
      April 12, 2010 at 9:06 pm #14032
      "Kirash":3ira4xv9 wrote:
      I like it. However, in regards to the apartment thing, I’m pretty sure there is a system in to sell structures like ships on public sale. Personally, I think if a structure is going to be built and not be clan specific like, say a Clan HQ, it should immediately be put up for public sale instead of being registered to the person who built it. That way, the engineers building it wouldn’t just automatically get a free structure under their name that they could rent out for a major profit.[/quote:3ira4xv9]

      Uh? No?

      If I go and spend the money on the materials and build a structure, which would include buying a deed, then I’m going to own it. Now, after that I can sell it to someone or use it myself. I would see this being controlled by a one building per person rule.

      Anyways, if you want to go that route, I hope you don’t mind paying a total price that’s calculated like so: Money spent on Resources + Time spent getting resources + time spent building + cost of deed + cost of buying building to resell. Have fun with that.

    • KoolAidMan Participant
      April 12, 2010 at 10:47 pm #14034

      I really like the apartment idea.

      You could set rent for each individual home if you wish and charge differing rates. IE studio vs a penthouse. The bigger ones could come with perks. (private pad, workshop, etc).
      They would require upkeep, like it’s own form of rent, So there is incentive to keep it rented.

      Deeds could be issued by the ruling government and places in only certain areas.

      Apartments could have leasing offices. There they would tell you which room you get, the rent due, etc.
      The owner of the building could have access to a few commands
      Setrent price-sets rent price (per month) in whatever apartment they are in.
      Tenantlist-shows the name and unit number of everyone renting-used from the leasing office
      Evict name-Evicts the victim from the apartment and makes it available for rent. They are thrown out as soon as they log in.

      Apartment owners could access any apartment in their building like they have the warrant empowerment.
      This could also be used IC to say have the imperials force a tenant out of their home or give a BH access to their quarry a little easier.
      Rooms can’t be renamed-unit 23 will always be unit 23

      Diplo would get a new command Leadplanet condemn-puts or removes a condemned tag on the name of the apartment. Noone can rent from a condemned building.

      I’d also like to see home prices vary between locations, like prime prices for scant vs tat where noone goes often (price of convenience 1mil vs 100k).

      I have alot more ideas on this, but I kept it short.

    • Kora Participant
      April 13, 2010 at 12:47 am #14036
      "Pyke":si6wsfg5 wrote:
      The bigger ones could come with perks. (private pad, workshop, etc).[/quote:si6wsfg5]

      Nononono. Please. No.
      The last thing we need is MORE ways for players to avoid eachother. Workshops on ships are bad enough, but at least smugglers can go hang out with anybody using one.

    • Kirash Participant
      April 13, 2010 at 1:14 am #14037
      "Kora":303qfgpg wrote:
      "Pyke":303qfgpg wrote:
      The bigger ones could come with perks. (private pad, workshop, etc).[/quote:303qfgpg]

      Nononono. Please. No.
      The last thing we need is MORE ways for players to avoid eachother. Workshops on ships are bad enough, but at least smugglers can go hang out with anybody using one.[/quote:303qfgpg]

      If you’d quit stalking me, I’d quit trying to avoid you <!– s;) –><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!– s;) –>

    • Fishy Participant
      April 13, 2010 at 4:02 am #14038

      Psh, just don’t have phome rooms in the structures that are intended to be private housing. Problem solved. Breaking into a structure is hilariously easy.

    • Ctheknight Member
      April 13, 2010 at 4:03 am #14039
      &quot;Kora&quot;:2ywu6khb wrote:
      &quot;Pyke&quot;:2ywu6khb wrote:
      The bigger ones could come with perks. (private pad, workshop, etc).[/quote:2ywu6khb]

      Nononono. Please. No.
      The last thing we need is MORE ways for players to avoid eachother. Workshops on ships are bad enough, but at least smugglers can go hang out with anybody using one.[/quote:2ywu6khb]

      Yes, because the RP when players get together is so involving. :/

    • Fishy Participant
      April 13, 2010 at 8:02 am #14043

      Well RP is kinda the whole point, so players do need to come together to some degree and interact, but I think it would AID RP if there were larger, semi-safe but semi-public areas for groups of players.

      I, personally, have two modes. Either I’m practically alone or with 1 or two other people in an almost completely safe place, or I’m in a completely public place and trust no one and speedwalk whenever I travel and use hail and scan constantly and stuff.

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