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NGE House Re-Vamp

Posted: Mon Dec 04, 2017 10:30 pm
by Dren Kara
I've been talking about this for a while but with the item increase, maybe it's a good time to do it! There are currently 28 NGE Houses in game. Almost all are 2 lots and none of them have any special modifiers on them. I'd like to suggest that we change the lot sizes to better reflect the size of the house and to add bonuses to some of them. Below is a list of what we have with the current and proposed lot sizes. What do you think and what bonuses do you think they should have? For example, the diner could have a bonus to food assembly and experimentation or we could make the relaxation pool into a Salon. All ideas are welcome!

Atat - 3
Bespin - 3
Commando - 2
Diner - 3 Food Assembly/Experimentation?
Emperors spire - 3
Gen large win s01 - 4
Gen large win s02 - 4
Gen medium win s01 - 3
Gen medium win s02 - 3
Gen small win s01 - 2
Gen small win s02 - 2
Hangar - 4
Jabbas barge - 4
Jedi meditation - 2
Musty bunker - 4
Nab small win s01 - 2
Nightsister hut - 1
Rebel spire - 3
Relaxation pool - 3 Salon?
Sandcrawler - 4
Sith meditation - 2
Singing mountain clan hut - 1
Tat small win s01 - 2
Tree house - 4
Vehicle garage - 4
Vipbunker - 1
Yoda house - 2
YT1300 - 3

Re: NGE House Re-Vamp

Posted: Mon Dec 04, 2017 10:44 pm
by Moordecai
I like where you're going with this. I'd also suggest we allow some of them to have other mods too if we can pull it off.

Like buff modifiers similar to PVP bases so they can be used as Buff Centers. EX - Bespin house do the 150% buffs or whatever it is SF Bases do.

Or have Sith Spire and Jedi Temple like +50 Force Regen and heal a player of all wounds & BF over time. That'd be super cool!!!

Just cool mods like those would make the NGE houses really really cool.

Re: NGE House Re-Vamp

Posted: Tue Dec 05, 2017 9:16 am
by Dren Kara
Yes, that's the kind of thing I'm looking for although +150 is kinda high :P. Whatever mods you can think of for each house or however many, just make suggestions. If we can't do it, then we don't, but I'd rather have ideas and go from there.

Re: NGE House Re-Vamp

Posted: Tue Dec 05, 2017 5:40 pm
by desporo
I definitely think the nge housing should have different lot counts depending on how big the house etc is and having some skill mods on some of them would be nice too

Re: NGE House Re-Vamp

Posted: Tue Dec 05, 2017 6:01 pm
by Moordecai
Dren Kara wrote:
Tue Dec 05, 2017 9:16 am
Yes, that's the kind of thing I'm looking for although +150 is kinda high :P. Whatever mods you can think of for each house or however many, just make suggestions. If we can't do it, then we don't, but I'd rather have ideas and go from there.
I don't know what the number is ... i just think it'd be cool to have a couple of NGE houses that can be used as top buff centers instead of having to use PVP bases. It'd make the game a little more inclusive for everybody regardless of faction. Not to mention it's awkward as heck being buffed by people you can't see through a door because you aren't their faction! LOL

Re: NGE House Re-Vamp

Posted: Tue Dec 05, 2017 11:34 pm
by LeelooDallas
I do really like the idea of adding modifiers to the homes! Perhaps allowing certain city specs on certain houses.. like med center on the Cloud House, or Research Center on the Mustafar Bunker. I agree with the Sith and Jedi homes adding to Force Regen, as it makes complete sense. Maybe certain hangers can add to different crafting professions. Kind of like on Rev, where there were looted clothing that added to the profession, but instead, like the diner, certain homes would buff certain professions. I also agree with having more lots required, as long as there is added storage to go along with it :D
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Re: NGE House Re-Vamp

Posted: Tue Jan 09, 2018 7:53 pm
by Jarl
I was largely against this change, but I kept my mouth shut in the hopes someone would address the issue with more tact than I'm known for. Sadly though this has just been pushed to Live with absolutely no discussion.

Players should have some choice about their homes/shops, that is something at the very heart of SWG. We're now in a situation where a crafter effectively has a new choice, live/craft in Ugly NGE House #4 or be less effective at crafting than those who do. This is good for nobody, helps nobody, hurts the skyline and limits a player's options.

Re: NGE House Re-Vamp

Posted: Tue Jan 09, 2018 8:05 pm
by TheTinyPebble
Jarl wrote:
Tue Jan 09, 2018 7:53 pm
I was largely against this change, but I kept my mouth shut in the hopes someone would address the issue with more tact than I'm known for. Sadly though this has just been pushed to Live with absolutely no discussion.

Players should have some choice about their homes/shops, that is something at the very heart of SWG. We're now in a situation where a crafter effectively has a new choice, live/craft in Ugly NGE House #4 or be less effective at crafting than those who do. This is good for nobody, helps nobody, hurts the skyline and limits a player's options.
As with anything you're not really forced into using these houses, it adds to the assembly and experimentation roll (not extra points while crafting) similar to the foods. I always did a lot of field crafting with my droid in Theed on Rev (so no city bonus) and it was never an issue for me, even when making 90% armor. And I could never be bothered with bespin port or pyollian cake.

You can always have more people group together to share some crafting houses too.


It's not that I don't see where you're coming from (I just don't see it as being limiting, I would never craft in a house I didn't like anyway), but on the other hand, this thread has been up for a month before it was implemented, with no posts against this change.

We had no one saying anything against the change either while it was being tested too.