Architect is in desperate need

Architect is in desperate need
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Architects should have items that they can make that are consumable to stimulate activity on the profession.

My proposed items and changes are as follows:

1. An item that boosts installations productivity

2. An item that can be dropped in space to store loot temporarily and can be picked up later(lasts 2 hours or something)

3. Camp functionality should be expanded(they already see underuse) to provide a luck bonus in a radius around them(allowing them to serve as bases of operations while farming holocrons or other rare loot)

If not these optional consumables, something. It doesn't have to be my exact vision, but the over-arching point of this post should be discernable from these examples.
Justification
This will stimulate the economy and be a much needed boon to the architect profession. It is currently dull and has an absolute over saturation of it's goods on the market. We need to add something to architect that makes it feel like a viable, fun choice of crafter to play.
Motivation
If something does not change with architect, it will become this strange forgotten stepchild skill line that is just unused except by a select few and only very rarely. The amount of homes, furniture and installations in the game world is only growing and some consumable activity HAS to be given to this skill line.
Architects need consumables in their tree. I recommend an item that boosts installations productivity, an item that can be dropped in space to store loot temporarily and can be picked up later(lasts 2 hours or something), and camp functionality should be expanded(they already see underuse) to provide a luck bonus in a radius around them(allowing them to serve as bases of operations while farming holocrons or other rare loot). More items could be added as well.

The truth is that ALL crafting in this game needs consumables and reasons for player engagement. It is very unhealthy for the game and the class if a crafting profession is ever unneeded in the economy.
 
I'm all for architects getting more attention - including consumables. I'm not in love with any of these proposed ideas, however.
 
I'm all for architects getting more attention - including consumables. I'm not in love with any of these proposed ideas, however.
I am not really a crafter, so it isn't exactly my area of expertise, but I recognize that this skill tree in particular is stagnant as things stand now.
 
Architects need consumables in their tree. I recommend an item that boosts installations productivity, an item that can be dropped in space to store loot temporarily and can be picked up later(lasts 2 hours or something), and camp functionality should be expanded(they already see underuse) to provide a luck bonus in a radius around them(allowing them to serve as bases of operations while farming holocrons or other rare loot). More items could be added as well.

The truth is that ALL crafting in this game needs consumables and reasons for player engagement. It is very unhealthy for the game and the class if a crafting profession is ever

Architects need consumables in their tree. I recommend an item that boosts installations productivity, an item that can be dropped in space to store loot temporarily and can be picked up later(lasts 2 hours or something), and camp functionality should be expanded(they already see underuse) to provide a luck bonus in a radius around them(allowing them to serve as bases of operations while farming holocrons or other rare loot). More items could be added as well.

The truth is that ALL crafting in this game needs consumables and reasons for player engagement. It is very unhealthy for the game and the class if a crafting profession is ever unneeded in the economy.
I think a consumable that hides your camp from other players not in your group would be great, The ability to craft items that can be placed outside like story teller would also be great, this too could be a consumable, or just an additional option to add another component during the crafting screen. Other than giving crafters additional custom assets to craft, preferably ones that are behind some kind of progression barrier/ quest such as the quests to make elites or RIS I really don’t think this class will ever be valuable. Which is a shame considering how integral it is to the game.
 
consumables like structure paints interior and exterior that fade over time, temporary storage containers for structures increasing capacity for a minimal amount of time, add in a degradation of furniture. with consumable repair kits. color customization kits for furniture. make additional lighting require an electrical generator or a fuel type the generators would need a fuel cell to operate, camps would need a generator to operate. structures that have these additions could have maintenance reductions. spread the wealth to architects. items that require water need a pumping system "i.e... Fountains, Plants " could also implement that electrical items "i.e... Crafting stations" require power to operate much like harvesters but require a generator that uses consumable fuel cells that architects produce, and not the resource type power. Use the architect to facilitate generators and fuels cells. Candles will burn down and have to be replaced not the holder otherwise will not give off light. when a harvester has a Maintenance cost or when power is added a kit could be made to give it a buff on length of time, and extraction rate. luxuries in home should have an associated consumable cost structure that architects can facilitate. as well as a degradation system put in place.
 
temporary storage containers for structures increasing capacity for a minimal amount of time,

Doubt that is possible and maybe just a impulse idea. What happens when a house is full and the time runs out and all the scenario's that go with that. The paints sound nice like color kits for structures and such.
 
temporary storage containers for structures increasing capacity for a minimal amount of time,

Doubt that is possible and maybe just a impulse idea. What happens when a house is full and the time runs out and all the scenario's that go with that. The paints sound nice like color kits for structures and such.
temporary storage : items in storage would be packed up and a fee would be imposed to retrieve and once retrieved the storage would go away. I was just brain storming being a master architect my self. an economy system needs implementing for architect.
 
temporary storage : items in storage would be packed up and a fee would be imposed to retrieve and once retrieved the storage would go away. I was just brain storming being a master architect my self. an economy system needs implementing for architect.
Yeah I know and I liked most of what you thought up. Keep in mind that anything new that is not in the game would probably be harder to code/make then things already in game that could be modified. Love the ideas of paints/colors for buildings (could inside and out) as well as making things like streetlights with different color lights etc. A lot of cosmetic things would be interesting to see along with the other suggestions. I think once the city updates come out folks will have a better idea and which way to go as it sounds like some nice changes coming.
 
I am very against this Idea of increasing storage temporary, though I've struggled with item limits given my desire to completely cover my walls, ceiling, and floor, so, perhaps just an Item that can give a small increase to item limit ie, 25 with either 1 to 5 slots that the item can be consumed by the structure and is permanent and permanently attached to the structure. The comp or comps can be rare drops from mobs, this would increase the cost of such an item as something like this should not be dirt cheap.