Cities And Housing Archive

Thread: Illegal Activities: Equipped Weapons in Cities

ShadowJedi111
Thu Jan 27, 2005 9:43 am
#14

they should introduce equipable items that arent weapons, holsters for the weapons (straps for the large guns)


overt imperials should be allowed to have weapons equipped....


people would say that this is favouritism towards imperials..but this is star wars, not star trek or ever quest...if your playing rebel and wanting equal things you obviously dont follow star wars



Poubo Predatora - Master Tera Kasi, Master Swordsman, 1440 Medic, Master Brawler.
Colonel in xGoDx
PvP Commander
Honored Colonel in the Imperial Forces.
"There is no innocence, only varius degrees of guilt"
Fort Blood - Talus, Stronghold of the GoD's oF DeAtH
DarthScin
Thu Jan 27, 2005 10:18 am
#15

Not quite.


How about if only Militia are allowed to be armed, AS WELL AS overt members of the faction of the mayor's choosing? And the penalty would be that non-Militia would be fineable once per hour by a set amount determined by the mayor between 1,000 and 20,000 credits?


This would avoid some of the griefing issues inherent in such a change.



Karetyr Sales and Services Network
SWG Veteran Since June 28th, 2003
majorslappy
Thu Jan 27, 2005 10:31 am
#16

DarthScin,


Actually I was thinking primarily of the NPC cities. In player cities, perhaps a policy settable by the mayor that sets the city's policies toward weapons and such, as well as overts?



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
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The_Real_Raptor
Thu Jan 27, 2005 10:43 am
#17






majorslappy wrote:


SJ,


I agree that balance doesn't necessarily mean that both sides are exactly equal. I do, however, think that in areas that are neutral, that local security forces would make sure that everyone has their weapons unequipped.


I like the idea of holsters or other clothing that can be used to keep weapons at the ready. Gives more items to the tailors to offer.






It should be any sort of authorized security force enforcing such laws. As the Imperial government is the equivilant of a Federal government, Imp NPC will always be considered enforcement personnel in any NPC location.




Troklin Raptor
Master Smuggler
(At least that is what they call me)
GlargTheKelfn
Thu Jan 27, 2005 11:41 am
#18

as to pets, don't forget a be can make anything any level. there is no reason i could not have a cl 70 durni. i have serveral cl 35 mounts...




\ Shuggoth's Sugar Shack of Loot /
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ShadowJedi111
Thu Jan 27, 2005 11:50 am
#19






majorslappy wrote:





ShadowJedi111 wrote:

they should introduce equipable items that arent weapons, holsters for the weapons (straps for the large guns)


overt imperials should be allowed to have weapons equipped....


people would say that this is favouritism towards imperials..but this is star wars, not star trek or ever quest...if your playing rebel and wanting equal things you obviously dont follow star wars





My emphasis in yellow.


SJ,


I agree that balance doesn't necessarily mean that both sides are exactly equal. I do, however, think that in areas that are neutral, that local security forces would make sure that everyone has their weapons unequipped.


I like the idea of holsters or other clothing that can be used to keep weapons at the ready. Gives more items to the tailors to offer.








If say for example you were an overt imperial officer (major - colonel) you have an at-st by you or stormtroopers and you are in storm trooper assault armour (CU) and you get asked to unequip your weapon you would tell them to shut up or be killed under imperial laws..


i know this unbalances rebels and imperials but this is star wars after all...


rebels go against the laws so they could equip there weapons but violate the laws making them an imperial target and such things... if you remember, a lot of rebellion support came from criminals (han and chewie for example)



Poubo Predatora - Master Tera Kasi, Master Swordsman, 1440 Medic, Master Brawler.
Colonel in xGoDx
PvP Commander
Honored Colonel in the Imperial Forces.
"There is no innocence, only varius degrees of guilt"
Fort Blood - Talus, Stronghold of the GoD's oF DeAtH
majorslappy
Thu Jan 27, 2005 12:02 pm
#20






ShadowJedi111 wrote:





majorslappy wrote:





ShadowJedi111 wrote:

they should introduce equipable items that arent weapons, holsters for the weapons (straps for the large guns)


overt imperials should be allowed to have weapons equipped....


people would say that this is favouritism towards imperials..but this is star wars, not star trek or ever quest...if your playing rebel and wanting equal things you obviously dont follow star wars





My emphasis in yellow.


SJ,


I agree that balance doesn't necessarily mean that both sides are exactly equal. I do, however, think that in areas that are neutral, that local security forces would make sure that everyone has their weapons unequipped.


I like the idea of holsters or other clothing that can be used to keep weapons at the ready. Gives more items to the tailors to offer.








If say for example you were an overt imperial officer (major - colonel) you have an at-st by you or stormtroopers and you are in storm trooper assault armour (CU) and you get asked to unequip your weapon you would tell them to shut up or be killed under imperial laws..


i know this unbalances rebels and imperials but this is star wars after all...


rebels go against the laws so they could equip there weapons but violate the laws making them an imperial target and such things... if you remember, a lot of rebellion support came from criminals (han and chewie for example)






And that would provide you with a great RP opportunity and the prospect of escalation of the fighting. They bring in more, you respond, maybe some STs spawn and try to quell the fighting? It could make for some interesting times.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
-Jes-
Fri Jan 28, 2005 2:34 am
#21

What about this... Carry weapons and you'll be subject to /citywarn



______________________________________________________________________
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CU - A repetitive, uninteresting but balanced variation of the Pre-CU system.
NGE - A buggy, primitive, unbalanced AND repetitive system mimicking WoW's.

Which one do You want?
Your voice counts!
majorslappy
Fri Jan 28, 2005 5:26 am
#22






-Jes- wrote:

What about this... Carry weapons and you'll be subject to /citywarn






Nice idea, but there's no teeth in that. I was thinking of the NPC cities,such asCoronet and Theed, where the NPC security authorities would actually enforce compliance.



--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
Subedeimatt
Fri Jan 28, 2005 6:29 am
#23

Totally agree. I'd love to see the relevent law enforcers on each planet actually doing something rather than wandering around aimlessly waiting for someone to take a pot-shot at them. I do think, however,npc cities and player cities should be treated the same. Why make a distinction? They are all cities that should be complying with the same set of laws on the same planet. Maybe not outer rim planets: they should effectively be rough, lawless places where the only law is that imposed by the Empire (when and where they can). But more civilised planets like Corellia should haveeffectivelaw enforcement in major cities with player cities on such planets abiding by the same laws.


Player cities really do need some form of law enforcement (a meaningful militia) just as npc cities do. We really do need /citywarn back but without the ability to use it as a griefing tactic (as before). I've been thinking for sometime that a set of city laws would be the ideal way to bring /citywarn back i.e. if you comply with the law you can't be touched (griefed), break the law then you'll be dealt with by the militia, and you'd only be banned from a city for either persistently breaking the law or for certain serious crimes. Why shouldn't that be the same in npc cities? I'd love to see FedDubsactually enforcing the same set of rules in Dearic for example as player militia in a Player City. Keeping the rules the same for every city would make it easyfor every player to understand so they can make a decision for themselves to comply or not depending on how they want to play. Some of the suggestions here are terrific. I particularly like the equiped / unequiped weapon suggestion: it's practical, simple and logical which are the perfect ingredients to make something like /citywarn work again. Five stars for you!



sssSubedeisss
Ex-Mayor of Waypoint Rori
Master Bounty Hunter & Master Carbineer
sssssssssssssssssssssssssssssssssssssssssssss
majorslappy
Fri Jan 28, 2005 7:49 am
#24

And to have the option to say, "Comply? You can take your compliance and ..." BLAM BLAM BLAM!







--------------------------------------------------------------------------------------------
I don't like pointless grinds.
Thank you for reintroducing decay!!!
I like a complex, immersive world simulation, full of possibilities, challenges and roleplay.
I want a player driven, crafting-based economy.
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