Cities And Housing Archive

Thread: Ideas to improve player cities

drachenfire
Tue May 24, 2005 6:29 am
#1



My fustration remains: Player cities should encourage players to reside in them in preference to outside of them. All the extra cost associated with maintaining cities in this "new economy", and with the expenses of specializations and decorations (not to mention the obscenly limited number allowed and varity available) make maintaining a player community a most challenging detail indeed.


I have mentioned this in the cities and housing thread... but cities should draw people to them. As a player community, we should have the abilty to make our player communites as visually attractive and economically viable to attrack people to them, rather then against the. I am not a pessimest, but I feel... horribly fustrated that cities are handicaped in almost every way. It seems a small thing to implement minor corrections, and to encourage a more positive player city environment.


suggestions to make a player city more attactive (no particular order.. I want them all equally :


1) allow buildings placed in a city to have porch lights. The light style is determined by the mayor from the city hall terminal. Illuminating a city is simply the simpelist way to enhance the building architecture.


2)Lots: all lot requirementsof a building reduced... so that a guild hall is reduced from the standard 5 to 4, a large from 4 to 3, a medium from 3 to1, and a small to one.


3)increasethe maintience for buildings outside a city to encourage city placement.


4)Allow for porch style items to be placed on porches, roofs, and balconies. I know there is supposed to be some kind of technical reason why we can not decorate a roof top.. but... we can currently alter our exteriors IF we have a merchant toggle between different styles of signs to use.. why not use this same principle to choose from four or so different styles of porch decorations (which range from deck furnature and lights on a balcony, to a large park like environment on top of a city hall)


5) roads: the foot print of a building already alters the vegitation in front of evey building.. why not simply "code" this to be a street? cobblestone in Naboo, Tile on Tatooine, pavement on Corellia? Of corse.. the street would only extend as far as the "foot print" already in game.. this would mean we would have to build closer together, eliminating the sprawl feel.


6)different styles of buildings... a simple way is to allow already designed buildings to be player crafted. Like the small one story guild halls.


7) eliminate the notion of generic structure in favor of having the exterior of every building default to the style of the planet. Thus.. a Tatooine Guild Hall and Medium House could be placed on Naboo.. but the exterior default to the elegant Neo-Classical Italiante of Naboo. This would mean allowing the interiors to be simularly altered, so why not impliment a interior customizable kit to alter the interior of ALL buildings, crafted and sold by artisans. It could be a house improvement.


8) Event planners: good idea.. love em.. and should expand on this to allow a mayor to place them in a city...


9) allow the landscape to be more craftable. No excuse why a city would not be able to fill in and even out the landscape around it. Is this not sci fi or what? all gullys should be immediatly filled in.. lol.. nothing more disgusting then a good city design to be plagued by pot holes and the odd ditch running through a through fare.


10) EXPAND EXPAND EXPAND the decorating limit of a city... static cities are so beautiful because they use so many different decorations. In my city on Naboo we have a river walk, how GRAND would it be to create a kind of river walk bridge and railings simular in the Lake Retreat?


11) Shuttles should be available to all above outpost, reguardless.How manygreat citysites are not used because of this: "do you have a shuttle or not? No!.. well.. it sounds nice but let me know when you have one because the Ring Sprawl around Coronet is far more convient for me to speed to. And anyway city X already has a shuttle port". The really should have allowed speeders before cities rather then visa versa because it encourages newly founded cities to close to the static ones.


12) Taxes, everyone hates em but the princaple of joint responsibility for a community should be encouraged. Make those that live outside cities pay more.. not my residents!


13) Star Ports SHOULD be available in metropolises and cities... we should be able to place a terminal on top of a guild hall... and use the guild hall as out star port. Why else is there a roof top that we can not see over?


14) OH... and change the title of Milita to Administrator, as thats is all the power they have anyway.


anything else? Yes.. my focus is on style more then anything. I feel strongly that if we make our cities visually pleasing and exciting that people will natually flock to them. I love th epotential for player cities so much.. but the limitations are... exhausting indeed.


drachenfire



Irulyn Kylantha de Corrino-Solleu
Corrino Domis Baronissa Hereditario
Iestyn-Ellis de Corrino-Solleu

Solleu-suv-Mer
A Naboo Beach Resort
Sunrunner
Player Spotlight 09/08

Official Thread & Sunrunner Thread


Jhett
Tue May 24, 2005 7:04 am
#2

Some interesting ideas... My takes on some:


1) Porch lights are a very good idea, even if the housesweren't in cities. We know the mechanics are there since streetlamps work.


2) I don't have much of a problem with the current lot alotments, although I think that a small and medium should be different. I don't really think changing the lot structure would encourage people to move into cities.


3) This is a good one. Either increase maintenance outside of cities, or give city dwellers a discount. It's even plausible: Living out in the boonies you would need your utilities pumped in from a great distance and that would cost money, right? Not to mention the extra protection you would need in the wilds.


4) YES! And if they AREN'T going to allow customization of porches then remove them from the houses.


5) Roads of some sort would be nice, and your solution seems easiest to implement. Of course, this would really require the mayors to stay on the ball with placement, but hey... That's their job, right?


6) Not really sure what you mean. More variety than we already have? I'm in favor of that. Each of the guild halls should be completely different, in my book. And let's get Corellia their own styl instead of a barely modified generic architecture.


7) Hunh? What about the non-specific planets? Our city is on Dantooine and what I have done is made districts. All those wishing Naboo style houses live in the north part of town, while the Tatooine people are in the east. Generics are in the South and large houses take up the west side.


8) Event items can be placed in a city. Do you mean this should be a mayoral ability to generate these items? Or do you mean that mayors should be able to place the planners themselves?


9) I agree again. It's not that hard to do, I wouldn't imagine. And as you mentioned earlier, we are already altering the terrain somewhat as it is. Make it expensive if there is concern of overuse.


10) More decor would always be nice.


11) I disagree. Right now the only reason some towns are the size they are is because of this requirement. If shuttles are allowed at size two we will see a big increase of smaller cities all over the palce. Keep shuttles something to strive for.


12) Nope. Unfortunately that isn't the way it works. As mayor it is up to you to set taxes and have to live with the unpopularity of setting them too high. Our town doesn't have them. That is one way to keep everyone happy. Besides, aren't taxes broken?


13) Starports... I am still mixed on this one, as our city does not currently have a shuttle. It would be nice to have them in metropolises, but man... The static cities would become ghost towns, I am thinking, and the devs don't wnat that to happen.


14) A title is just a title. A better ida would be to FIX militia so that I don't have to keep adding the same people to the militia. Not to mention the fact that militia members must be given permission by another militia person to build. Ugh.


As for other ideas to stimulate PC growth? Primarily we need to have everything you can find in static cities. NPCs would be nice, as even a well populated PC looks like a ghost town the majority of the time. Bazaar terminals would be a winner in my book, too. Say what you will, but PCs are economic tools and their success depends on money. Since PCs cannot realistically be part of the "action" part of the game, they need to be developed more to fit into the economic system. Remember... If you build it, they WILL come...






Jhett Dark
The Honorable Legion (HONOR)
Mos Vegas, Tatooine, RADIANT

Cuit
Tue May 24, 2005 1:03 pm
#3





3)increasethe maintience for buildings outside a city to encourage city placement.


what about things that only cost 1 plot that are within a city such as harvestors? how are they affected?


9) allow the landscape to be more craftable. No excuse why a city would not be able to fill in and even out the landscape around it. Is this not sci fi or what? all gullys should be immediatly filled in.. lol.. nothing more disgusting then a good city design to be plagued by pot holes and the odd ditch running through a through fare.


/agree



13) Star Ports SHOULD be available in metropolises and cities... we should be able to place a terminal on top of a guild hall... and use the guild hall as out star port. Why else is there a roof top that we can not see over?


bad idea in my opinion . . .it will drive people from the NPC cities all together.


my opinion and i know this will get flames . . .

increase the number of residents needed for the different city levels . . . this will force player cities to band together more and maybe there could be a few cities that aren't just extensions of a single guild.


decrease the number of player cities per planet. This will again force players to band together to create communities and decrease the number of guild cities that litter the planet.



Bis Cuit

pre NGE:
FormerTKM, Master Swordsgirl, brawler 4/4/4/0, scout 4/0/4/0, nov CH
Jedi Paddy unlocked 11/13/05, 11:00 pm est
Master Dancer - retired 9/18/05

I like shiny things ^_^
Page 1 of 1
Previous Next