Architect Archive

Thread: The PA City Thread

Quarmo
Tue Oct 07, 2003 11:57 am
#1

Hey Guys (and gals) it seems like player cities will be coming fairly soon. I say we take this opportunity to give our ideas on what we would like to see in them. Lets let our opinions be heard. Though i know no one on these forums has strong opinions (ha!).


I have a list of Topics. Here goes:


1) Shuttleports - how many people in city to have shuttleport. I look at it 2 ways. Number one player cities are only good if you can get to them without running for an hour. Number two vehicles come out in about 2 months that should make up for the distances.


My opinion is make it have high population to have shuttleport that way vehicles have a purpose in game.


2) Who Makes this Stuff - is only master architect or lower levels too. Again 2 views on this. First the unused construction tree can be used for smaller things and master for big buildings. Second only master can do because they have spent the time to get MA and part timers should not be able to do this.


My opinion is only MAs for everything. The reason is there are not going to be a lot of big cities and most will be supported by the big PAs. So those PAs most likely already have a MA on the payroll. Thus the unsupported MAs will have to fight over the remainder of the player cities ( slim pickings)


3) What City owned structures would you like to see - this is the really fun one.


My suggestions :


Starport


Shuttleport


Cloning Center


Bank


City Hall (change with size of population?)


Cantina (i think this should be player owned. but the capability should be there if no player in the city wants to own one)


Hospital (same as above)


Bazaar


Mission Terminals


Faction Terminals/Recruiters (should have both regardless of cities feelings. just have minority be out of the way)


Statues


Fountains


Trees


Hedges


Flower beds


Benches


Light Posts


Bridges (i hate watching people swim to get from one end of town to another)


Roads (just would add so much to realism)


Walls (do not allow closing of walls. the militia could place guards at the entrances to town)


Gates (for walls; always open)


4) Arenas - this is one i have been thinking about a lot. what about the ability to build an arena for fighting purposes. I have seen announcements for fight clubs, and have watched both players and creature duels in the cities. How about the ability for either a City or Player to own an arena where they can charge admission to see some fights. I dont know if it is feasible but if the devs could add the ability for teams battling that would be even better. have battles of 4 vs 4 or whatever. or every man for themselves. the ideas are limitless (being able to code it might be something else though). My last thing on this is they would need to be big, have to have some room to manuever around. the ability to place boxes and stuff to block view would be neat to, more strategy involved.


5) Suburbs - distance from a non-player city. How close you should they be allowed


My opinion is that there should be a great distance between the established cities and new player cities. I would hate to see the town of Manaco as suburb of Theed. It would defeat the purpose of it.



Well hopefully there is some good response to this it could be a great way to lead the devs in the direction that we want. As opposed to them having to change things to meet demands afterwards.


Thanks for your time,


Quarzi


Master Architect of Moenia


Kettermoor


DawnTreader777
Wed Oct 08, 2003 12:36 am
#2

player cities need:


apartment buildings. the idea is a player owns the building and rents out rooms. these should have storage of around 75 or 100.


storage complex. player owns the building and rents lockers. these should come in various storage sizes.


malls. a building that has many rooms for rent where each room can be decorated by the renter and a vendor placed. storage should be around 25.


WE NEED MORE STORAGE!





Understanding is a three edged sword, your side, thier side and the TRUTH
- Captain John Sheridan, Babylon 5

So much for a Smuggler revamp, maybe they should just rename us, it would take less time and be easy to do.
"Useless" would be my first choice as a name suggestion.


of course at this point there is no reason to revamp anything. SOE should just shut the game off.

Mkappus
Wed Oct 08, 2003 12:51 am
#3

Most of your questions have been answered:


1. City level 4 required for a shuttleport. Now we don't know how many people city level 4 requires, but my opinion is something like this


City Level 1 Outpost 125m radius 0-10 people


City Level 2 Village 250m radius 11-30 people


City Level 3 Town 400m radius 31-75 people


City Level 4 City 600m radius 75-150 people


City Level 5 Metrpolois 1000m radius 150+ people (1000 may be too much since it is radius not diameter)


2. For the 6 new structures listed I hope they make it MAs only. As far as fountains and bridges and parks, who knows urban planner may still be put into the game.


3. City owned of the first 6 Shuttleport, Bank, City Hall. Player owned Cantina, Theatre, Hospital. I don't think you will ever see apartments would be wierd to code. Storage lockers, we have those at the bank. We have seen art for garages, not sure of the purpose, and they have said they are going to release the tent structures so you can have vendors outside calling, so people don't have to run into every house.


The big thing missing was mission terminals. I hope that is in the first release. Both generic and faction terminals. Also, no cloning terminal mentioned.


4. I think it is a great idea. Would a theatre serve this purpose? Not quite the same but should work.


5. In the dev chat they mentioned that a city must be placed such that its maximum potential size does not overlap with an npc city or any other player city. Unfortunately, we don't know what the maximum size is at this time.




Goliath
Master Shipwright, Master Architect, Master Artisan
-=V=- Shipworks 3 Locations Theed, Coronet and
Tatooine by Krayt Graveyard 5909, 4373

3 vendors at GF6 11/11 - Shipwright, Architect, Resources
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