Cities And Housing Archive

Thread: NPC City Player Housing

bluejanus
Sat Apr 09, 2005 7:44 pm
#14






GanymedePharuu wrote:






bluejanus wrote:





GanymedePharuu wrote:


instanced apartments for the win!


once we start moving players into the big cities (NPC cities, but we can't call them NPC anymore) a Player Politician elected city council would be a great idea.


see this post for my idea regarding a Player Politician city council:

http://forums.station.sony.com/swg/board/message?board.id=citieshousing&message.id=5267

Message Edited by GanymedePharuu on 04-08-2005 07:22 PM





So how is this that much different from a player city? And I don't think the devs would like a player mayor of a NPC city. That would mean you could ban other players from a NPC city.



this system would be different. i'm thinking outside the box of the current Player city system.but its implimentation isNOT much different from a player city, which is the point. the Players are the population. we should control things.

there is one difference though. starports.given the chancepeople wouldwant to live as close to them as possible. the same occurs in real life. that's why the worlds metropolitan areas are so... metropolitan! hehe.


and i don't really think there should be one mayor. but there should be a city council of like 9 or 13 (would have to be odd so there's no vote ties).


city ban is a rediculous idea in the first place. if there's a particular person the council didn't want coming into their city then they could put them on a "wanted" list which would aggro the city'sNPC law enforcement to that person or even opening the person up to PvP when they enter the city.


griefing the person by putting them on a "wanted" list wouldn't be so easy because you'd need a unanimous vote from the city council.


Message Edited by GanymedePharuu on 04-09-2005 08:29 AM



Metropolitans aren't always centers of travel. Usually they're centers of business and government. People don't live in NYC because of the metro, they live there for the cultural/business experience.






Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
bluejanus
Sun Apr 10, 2005 8:12 pm
#15






GanymedePharuu wrote:





bluejanus wrote:





GanymedePharuu wrote:






bluejanus wrote:





GanymedePharuu wrote:


instanced apartments for the win!


once we start moving players into the big cities (NPC cities, but we can't call them NPC anymore) a Player Politician elected city council would be a great idea.


see this post for my idea regarding a Player Politician city council:

http://forums.station.sony.com/swg/board/message?board.id=citieshousing&message.id=5267

Message Edited by GanymedePharuu on 04-08-2005 07:22 PM





So how is this that much different from a player city? And I don't think the devs would like a player mayor of a NPC city. That would mean you could ban other players from a NPC city.



this system would be different. i'm thinking outside the box of the current Player city system.but its implimentation isNOT much different from a player city, which is the point. the Players are the population. we should control things.

there is one difference though. starports.given the chancepeople wouldwant to live as close to them as possible. the same occurs in real life. that's why the worlds metropolitan areas are so... metropolitan! hehe.


and i don't really think there should be one mayor. but there should be a city council of like 9 or 13 (would have to be odd so there's no vote ties).


city ban is a rediculous idea in the first place. if there's a particular person the council didn't want coming into their city then they could put them on a "wanted" list which would aggro the city'sNPC law enforcement to that person or even opening the person up to PvP when they enter the city.


griefing the person by putting them on a "wanted" list wouldn't be so easy because you'd need a unanimous vote from the city council.


Message Edited by GanymedePharuu on 04-09-2005 08:29 AM



Metropolitans aren't always centers of travel. Usually they're centers of business and government. People don't live in NYC because of the metro, they live there for the cultural/business experience.






true. people go there because of the business and trade oppurtunities. the government locates to areas like that because of the same thing.

but the reason why the business and trade oppurtunities are there is because at one point in its history, it was a center of travel.

a stopping point for before a long journey, a crossroads, ect.

more often than not, it all stems from travel.




Using the travel analogy is a poor justification. How many NPC cities are basically unused? If they were hubs of travel, people would fly through them. So other than Coronet and Theed, there are no trade/travel hubs.






Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
GanymedePharuu
Sun Apr 10, 2005 10:59 pm
#16









bluejanus wrote:








Using the travel analogy is a poor justification. How many NPC cities are basically unused? If they were hubs of travel, people would fly through them. So other than Coronet and Theed, there are no trade/travel hubs.








most NPC cities are unused because there's nothing touse in them. if players could live and own shops there, you'd see them used much more. why do you think player cities are set up in the first place? because players want places to live and "work" (crafting and owning shops). they don't spend much time in the cities they live and work in because almosteverything they need to do for combat, crafting, and socialization is elsewhere.so why shouldn't the Player cities be the best cities they can be? why shouldn't they be the most important cities in the galaxy we inhabit? why shouldn't we get to live in andcontrol the centers of commerce and travel and culture?


Coronet and Theed are the largest travel and trade hubs yes, and they would probably remain so if they were made to be Player-run. But other cities would become important as well because those cities would get filled with players first, so the overspill would go to the other cities. all types of businesses would open up in every city that has players living in it, thereby giving players reasons to go to these cities. also the decisions of the city councils would dictate the city's bonuses and specialties. those bonuses and specialties would also attract players to the cities.

Message Edited by GanymedePharuu on 04-10-2005 11:02 PM



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
bluejanus
Sun Apr 10, 2005 11:17 pm
#17






GanymedePharuu wrote:






Using the travel analogy is a poor justification. How many NPC cities are basically unused? If they were hubs of travel, people would fly through them. So other than Coronet and Theed, there are no trade/travel hubs.








most NPC cities are unused because there's nothing touse in them. if players could live and own shops there, you'd see them used much more. why do you think player cities are set up in the first place? because players want places to live and "work" (crafting and owning shops). they don't spend much time in the cities they live and work in because almosteverything they need to do for combat, crafting, and socialization is elsewhere.so why shouldn't the Player cities be the best cities they can be? why shouldn't they be the most important cities in the galaxy we inhabit? why shouldn't we get to live in andcontrol the centers of commerce and travel and culture?


Coronet and Theed are the largest travel and trade hubs yes, and they would probably remain so if they were made to be Player-run. But other cities would become important as well because those cities would get filled with players first, so the overspill would go to the other cities. all types of businesses would open up in every city that has players living in it, thereby giving players reasons to go to these cities. also the decisions of the city councils would dictate the city's bonuses and specialties. those bonuses and specialties would also attract players to the cities.

Message Edited by GanymedePharuu on 04-10-2005 11:02 PM



The guilds who control the NPC cities will have major advantages that the rest of the players will not be able to have. That dynamic will degrade the existence of player cities as players contend for control of the NPC cities. I don't think changes that diminish player cities are something that I'd support. Besides, the player cities are good credit sinks for the devs. I don't think they'll give that up any time soon.






Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
wanabeejedimaster
Sun Apr 10, 2005 11:32 pm
#18

/bump



Dinaro Jedi Padawan
Legolew Master Doctor / Master Swordsman
--------------------------------------------------------------------------------
Very Proud Member Of GSA
Dunlaggin If It Keeps Growing It Will Be Just Laggin
Tried It, Done It, Been There But Always Come Back.
GanymedePharuu
Sun Apr 10, 2005 11:57 pm
#19






bluejanus wrote:





GanymedePharuu wrote:






Using the travel analogy is a poor justification. How many NPC cities are basically unused? If they were hubs of travel, people would fly through them. So other than Coronet and Theed, there are no trade/travel hubs.








most NPC cities are unused because there's nothing touse in them. if players could live and own shops there, you'd see them used much more. why do you think player cities are set up in the first place? because players want places to live and "work" (crafting and owning shops). they don't spend much time in the cities they live and work in because almosteverything they need to do for combat, crafting, and socialization is elsewhere.so why shouldn't the Player cities be the best cities they can be? why shouldn't they be the most important cities in the galaxy we inhabit? why shouldn't we get to live in andcontrol the centers of commerce and travel and culture?


Coronet and Theed are the largest travel and trade hubs yes, and they would probably remain so if they were made to be Player-run. But other cities would become important as well because those cities would get filled with players first, so the overspill would go to the other cities. all types of businesses would open up in every city that has players living in it, thereby giving players reasons to go to these cities. also the decisions of the city councils would dictate the city's bonuses and specialties. those bonuses and specialties would also attract players to the cities.

Message Edited by GanymedePharuu on 04-10-2005 11:02 PM



The guilds who control the NPC cities will have major advantages that the rest of the players will not be able to have. That dynamic will degrade the existence of player cities as players contend for control of the NPC cities. I don't think changes that diminish player cities are something that I'd support. Besides, the player cities are good credit sinks for the devs. I don't think they'll give that up any time soon.







NPC cities would not exsist anymore. the guilds would be contending for control of Player cities. Player cities are good credit sinks yes. so why not make all cities Player cities? they'd still be credit sinks because the city's treasurey would still go into funding things in the city, there would actually be more things to fund as the cities would have more to build with.


it wouldn't diminish player cities because the player cities would become the big cities.



cccccccccccccccccccc
Kohs V'sto
I wanted Smuggling for Christmas
but all i got was
<--- this stupid hat.

I am Jack's ignored profession.
Luke Skywalker is DEAD!
TheCoredump
Wed Apr 20, 2005 5:06 am
#20


May I add an other idea for NPC cities ? I think new starport could be a nice addition:


-A main starport (keep the current one) for major destinations (Corellia, Naboo, Tatooine)

- A secondary starport for adventure planets withless frequent shuttle

- A private starport for player ships.


Puting them at different places around an NPC citywill force players tomove around, and not to stay on a single place. For exemple the main place on Coronet is front of the starport where you can find buffers, trainers and bazaar. The same for Naboo and Bestine.


Just my 2 Euros


Oh and obviously I support the NPC players appartements, but without any vendor, buffer and entertainer abilities (keep them in MedCenter and Cantina).



___________________________________________________________

Bothan space miner & occasionaly smuggler, captain of the 'Guilty as Sin', know as Nirov Yab'ra
(Don't kill me for my bad english )
Sobekeus
Wed Apr 20, 2005 9:15 am
#21

I would rather see multiple resident housing or even player structures designed to be inns/apartments.



~Sobeseki Pawi, Bria, Carbine Specialist

Remove the Jedi from the game or the GCW, there is no other option.
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