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 SWG Emulator Number of lots available to players? 

How many Lots per character?
Less than 10 (Specify Number) 4%  4%  [ 10 ]
10 32%  32%  [ 75 ]
More than 10 (Specify Number) 13%  13%  [ 31 ]
Adjustable by Crafter Mastery to a maximum of 15 51%  51%  [ 121 ]
Total votes : 237

 SWG Emulator Number of lots available to players? 
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Private

Joined: Sat Jul 28, 2007 1:29 am
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Post Re: SWG Emulator Number of lots available to players?
Adjustable by Crafter Mastery, because I believe as a crafter, we should be able to have more room for our production buildings and our harvesters so we can have enough excess lots for our normal house and buildings we can use for our traders.


Mon Nov 05, 2007 12:10 pm
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Corporal

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Post Re: SWG Emulator Number of lots available to players?
I think we need more than 10- mostly because a guild hall was 5 so im thinking something like 20 lots might be alot but we arent expecting to have hundreds of thousands of players so there wont be loads of lag


Tue Nov 20, 2007 10:42 am
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Post Re: SWG Emulator Number of lots available to players?
I would say 5 lots. Gives enough room for experimentation and use different species.

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Wed Nov 28, 2007 10:56 am
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Post Re: SWG Emulator Number of lots available to players?
cabal_drakor wrote:
I would say 5 lots. Gives enough room for experimentation and use different species.


Not sure if you're aware, given that your answer doesn't make much sense, but lots dictate how many structures you can place, not how many characters you can have. It's a easy mistake to make given that the term for the number of characters you have is slots.

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Wed Nov 28, 2007 11:12 am
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Joined: Sun Aug 31, 2008 6:37 pm
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Post Re: SWG Emulator Number of lots available to players?
I know, very old post but I"m new to forums so I'll put in my 2 cents now hehe. I voted 15 lots for crafting mastery, IMO only people that would need more than the original 10 would be crafters.


Tue Sep 16, 2008 3:51 pm
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Sergeant
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Post Re: SWG Emulator Number of lots available to players?
more i think of it instead of crafting mastery it would be interesting to see +1 lot skill attributes spread across merchant efficiency tree. something like +1 each of the efficiency tree with a final +1 at master. it would give new meaning to a line that most people skipped in merchant and perhaps would make people consider master merchant rather than 2 master elite crafters AND master artisan.


Wed Sep 17, 2008 11:15 am
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Post Re: SWG Emulator Number of lots available to players?
[quote="BankyEdwards"]more i think of it instead of crafting mastery it would be interesting to see +1 lot skill attributes spread across merchant efficiency tree. something like +1 each of the efficiency tree with a final +1 at master. it would give new meaning to a line that most people skipped in merchant and perhaps would make people consider master merchant rather than 2 master elite crafters AND master artisan.[/quote]


I was thinking the same thing; that spreading these out in the merchant tree would be a good way to give that prof a little attention.


Wed Sep 17, 2008 8:12 pm
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Post Re: SWG Emulator Number of lots available to players?
I like Banky's idea. Only reason I ever used lots was to store all the crap I had gathered over the years. And if we up the content of the houses to a more reasonable number than 100, 200, 500 (I think?) then I will barely even need those (though I do seem to have the artful ability to gather a rather obscene amount of superfluous crap).

Crafters need it, I don't. Merchant prof needs love. Banky wins the thread. Good night.


Wed Sep 17, 2008 9:50 pm
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Post Re: SWG Emulator Number of lots available to players?
well, I was a house nut. I had two stores set up in houses, a workshop for my little crafter, a personal house for each toon, and a small house I set up as a closet for my fancy outfits! PLUS I used lots for resources. Sigh.... such fun.

I digress



I think that if we did the following it would be kind of nice:
1) Keep the number of lots to 10 per character.
2) Increase the number of items that can be placed/stored in houses.
3) Give Merchant extra lots as follows:
-1 extra lot for novice merchant
-1 extra lot for Efficiency II and 1 extra lot for Efficiency IV
-2 extra lots for master merchant

That would give master merchants 5 extra lots plus give a tiny bit of love (1 extra lot) to crafters who dabble in merchant. Then we also boost Efficiency and make that skill more desirable. I always thought efficiency kind of sucked and should do something else in addition to reducing vendor and bazaar fees. Merchant needs a wee bit more attention than just that, but its a great start! Plus, players who used their houses mainly for storage and nuts like me who made elaborate stores could fit more things in there, potentially reducing the need for more lots for non-crafters anyway.


Wed Sep 17, 2008 10:41 pm
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Post Re: SWG Emulator Number of lots available to players?
see i'd limit it strictly to the efficecy tree and master box. a novice shouldn't get an extra lot


Thu Sep 18, 2008 10:28 am
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Post Re: SWG Emulator Number of lots available to players?
I'm not really sure where I stand on the issue. I was never a crafter and I seemed to have enough lots for my couple of houses. I guess I could see the plausibility of merchant's getting more lots.


Thu Sep 18, 2008 10:45 am
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Post Re: SWG Emulator Number of lots available to players?
My main use for lots was storage houses. What I really, really want is to see item limits increased for certain houses (for decorating purposes) POB ships, but mainly the Bank.

What are the prospects of increasing each player's bank capacity to a much larger size? Honestly some times I got frustrated spending so much time running around to various houses trying to sort through all my weapons,clothes, foods, and armors, and especially ship components! I would love to just be able to play a bit more carefree, and just be able to go to the nearest bank terminal to grab whatever essentials I need. I think the bank held what 100 items? I would be groovin if we upped the storage to 400 or 500. I'd be organized, and everything would be much more readily accessible, a feature that might become important when we eliminate instant travel. Just imagine your hunting party being delayed another 30 min because your guild doctor forgot his med stuff and had to travel all the way back to lok.....
Furthermore, a larger bank size would eliminate lots of clutter housing placed primarily for storage. Houses would be more meaningful. If the matter of a credit dump is a concern, players could always pay a monthly fee for the increased bank storage option.

Back on topic, if the above is implemented, more lots would be available for players to "rent" to crafters. Although I'd also be for the efficiency tree granting more lots. I think some of the hard core crafters who used to play 4+ accounts would appreciate these extra lots.


Thu Sep 18, 2008 2:09 pm
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Post Re: SWG Emulator Number of lots available to players?
Yes i can't see any reason that increasing bank storage size would be game-breaking or even game-affecting.

I didn't use my bank storage personally, but i can see how crafters would find it a useful extra.

So yes, it would get my vote.


Fri Sep 19, 2008 1:56 am
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Post Re: SWG Emulator Number of lots available to players?
[quote="khargash"]Yes i can't see any reason that increasing bank storage size would be game-breaking or even game-affecting.

I didn't use my bank storage personally, but i can see how crafters would find it a useful extra.

So yes, it would get my vote.[/quote]


Same here. That's a good idea!


Fri Sep 19, 2008 1:58 am
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Post Re: SWG Emulator Number of lots available to players?
The only direct effect I can think of would be a reduction in player housing. And I'm pretty sure everyone would agree this is a good think. Houses function best in game when they're being actively used as opposed to visited occasionally for storage purposes. Personally I got a little tired of coming across houses titled "Bob's storage house 1" "Bob's storage house 2" etc etc.


Fri Sep 19, 2008 1:12 pm
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