Cities And Housing Archive

Thread: Idea: Housing Revamp / Expansion Pack

Verser
Sun Feb 13, 2005 2:00 pm
#1


FAQ:


How about all the lag? Coronet will be hell.


- The more people living in a building, the more expensive the remaining ones get, and other cities will have their rooms get much cheaper. This will encourage people to live in other big, but empty cities like Nashal, Doaba Guerfel, Tyrena, and so forth.


What if I want to stay where I am?


- The original homes and cities will not be affected, unless you choose to move out. The maintenance costs of homes would decrease with the revamp, giving some advantages to rural living


What about my pet rancor, (Fluffy)?


- Larger animals will autostore upon zoning past the elevator. When in your room, pets will be automatically downsized , or restricted, if too large.

Message Edited by Verser on 02-13-2005 01:24 PM

teh_n00b123
Sun Feb 13, 2005 2:00 pm
#2

WOW.....awesome ideas. Thats everything I've seen so far about city housing and more. I think thats an excellent idea and it can certainly bring alot of dimension in the game. If you have a few of those in every major city, you can have...for the first time EVER players actually roaming every city!


The only thing is....




Verser wrote:

Furniture: All buildings come with a toilet, shower, and small bed.





I don't think there were toilets in the star wars universe






-I support a Galactic Civil War fought between regular, average players... Simply strict, hardlined Imperials & freedom lovin' Rebels fighting for control of the galaxy. A Galactic Civil War fought not with glowsticks or lightsabers, but with blasters, lances, and how much guts you have. A Galactic Civil War which reflects the timeline, the destruction of the Death Star, the absolute control which the Empire has and the brave Rebels trying to break up that reign... The extinction of all but a few rare and special Jedi. That my friends, is the Galactic Civil War and that is what we have to aim for.
-Devil-
Sun Feb 13, 2005 2:01 pm
#3

i have always liked that idea ... then just make it where people can place harvesters .. and or factional bases out in the normal planet area ... maybe add one or two more bases that would give oh say a shuttleport for imp or rebels depending on the base faction ...


on the npc housing .. have an option to build into the 'rented' space .. factories for the crafters ...



--= 11.15.2005 / The Day The Pets Died =--
Verser
Sun Feb 13, 2005 2:11 pm
#4

Thanks for the quick responses! Feel free to brainstorm! Still lots of things up for elaboration
teh_n00b123
Sun Feb 13, 2005 2:41 pm
#5

Okay, this is what I posted in the In-Concept Open Discussion (July 18th) with my alt. account, I know along time ago last year. It has more do with with the NPC cities, more than housing but I thought it fits along with the thread, especially if the devs decide to take this idea into consideration.





Geral_Corasjowrote:



I'm sure this has been brought up before, but my friend and I were talking. I think it would be cool to have player controled cities. It bugs the crap out of me that nobody travels to half the cities on a planet, except maybe to learn an elite skill. It would be very cool if, the decorations on the map in a city called 'houses' or just 'buildings' could be rented out to a player. The rent is expensive because itsa city. In the house, it would most ideally be used for merchants or weaponsmiths or armorsmiths or someone who atleast sells good because it will be an ideal location to sell goods. Also, going along with the GCW, you can declare your city Imperial or neutral...there are no open out rebel cities because they would get squashed by the imperials. If you declare your city Imperial, you have imperial garisons will troops and AT-STs and hopefully in the future AT-ATs. Plus you can use tax payer money to buy more. You can also increase the scan rate in your city and block known rebels from entering it unless you have a smuggler or something. If you declare your city neutral, you still get troopers and AT-STs but not in the number an Imperial city has. The Mayor of the City cannot change the layout of the city because that might go against the continuallity of star wars but they can change npcs maybe and taxes and ship costs.


I think thats it for now, feel free to add on but I think it would be a very good idea to be implemented.



----------------------------------


Okay, I strongly believe that is a good idea that should be implemented in atleast the near future, I can see it now....Publish 13-Major City Revamp. Seriously though, I made another post on the JtL forums but can't find the message but I brought up more points to this, some are if I remember correctly...


-Cut the number of player cities on most planets in half, make it so that the players have to move to a new or different city


-With this, you can make elite branches off of Politian like 'Senator' to control nabooian cities or 'Warlord' to control Lokian or Tatooine Cities....ect


-Doing this can easily spread the player population out alot better than it is now, people will still naturally go to coronet/theed but other cities will get more attention on them because of the players in them.


-Last thing, make resident caps on major cities...say (just random #s) 200 residents for coronet, 200 for theed, 150 for kaara, 150 for mos eisely, 175 for bestine......


(plus FYI- For the tiny little 'hut' type things in like bestine for example where all the spice fiends spawn...make it so they have basements just so theres more room )



-Plus, many people in this game can say "I went to Mos Eisely" or "I have looked around Coronet".....but how many here can actually say "I live in Theed"?






-I support a Galactic Civil War fought between regular, average players... Simply strict, hardlined Imperials & freedom lovin' Rebels fighting for control of the galaxy. A Galactic Civil War fought not with glowsticks or lightsabers, but with blasters, lances, and how much guts you have. A Galactic Civil War which reflects the timeline, the destruction of the Death Star, the absolute control which the Empire has and the brave Rebels trying to break up that reign... The extinction of all but a few rare and special Jedi. That my friends, is the Galactic Civil War and that is what we have to aim for.
Verser
Mon Feb 14, 2005 1:52 am
#6




H O U S I N G R E V A M P B R A I N S T O R M


NPC City Development and Brainstorming


Original Concept thanks to: JeffroTGIF


Introduction: Ever since the creation of player cities, many flocked away from being close to the NPC cities, to have a little place of their own, with a congregation of friends and people under a common roof. For many, it was, and still is a great concept that many clearly enjoy.


Unfortunately, many player cities are ruins, and abandoned ghost towns full of empty buildings with players “missing in action”, many of which probably left SWG altogether. Large metropolises are only inhabited with a few people, and many older players reminisce of the nostalgia of having a frontier home in the wild without so many comfortable, easy-to-get amenities like shuttle ports.


Many, like myself, miss the old, bustling NPC cities that were public congregations of people of different guilds, species, and faction. I’m sure that many others would appreciate a return to NPC cities, for a community, and to enjoy many unused amenities in the NPC cities…


The main problem is that the game has no real incentive to return to the city, because they are nearly empty, with a few exceptions. Plus, player cities provide nicer amenities.


With the new CURB coming, and the changes with it, many advantages of player cities won’t be so significant. The new merchant bazaars will be able to see a vendor’s wares inside the NPC CITY, without having to shuttle to a cities to shop around. The later solutions in the thread will make NPC selling even easier as well.


The solution, is to utilize the NPC cities that we’ve already been granted with, along with very widespread changes. I believe these changes could be answered with a third expansion, as the solutions are very feasible mechanically.


Solutions and Original Brainstorming


The high-rises (server mechanics): In many metropolises, like Coronet and Theed, along with regular cities like Nashal and Mos Espa, have large buildings, and even sky-scrapers already in the game. The problem is, that they are just shell models just to add decoration to the area.


Many MMORPG’s use in their cities, instanced servers that provide apartments, homes, suites, and other living quarters to live in.

Server Mechanics

The most ingenious thing about “instanced servers” is that they don’t take any “power” away from the regular server we currently are on, but instead, each little room in the building is its own little server that is separate from the city server, like the Corellian Corvette. Though you would have to load in from your own room to the city, it would mean no extra lag from the city into your home, or from your home into the city, and you can’t see activity from the city from your home. But a replacement will be explained later on.


The lobby could be accessed from the city, with a lobbyist who collects your rent resides in. From there, there is an elevator, from which you access your home, and “load out”.

Lobby

Art and Style, along with ECONOMICS!


Depending on the planet, the architecture of the inside will vary. I believe the lobby should resemble the NPC theater, with very ornate decorations, and dark, conservative colors, with marble and granite. Cheaper buildings will have less décor, and just basic designs.


The rent of your home depends on how nice your suite is. The uppermost suite of the tallest building in Coronet could range in the millions per week, and a modest room in the city could be equivalent to the cost of a large home. Even the cheapest NPC building will be pricey, so rural home living is still viable.


Not only will location determine cost, but so will décor in the home. In “Everquest 2”, one can customize the wall, ceiling, trim, and floor to different textures and designs for a fee. The more elegant, the pricier. The most expensive should result in an upgrade fee in the hundreds of thousands, but the pattern can be permanent, and can be “reserved” so one can switch freely between patterns they have already bought without an extra fee.


The price of the building will also determine how spacious it is, along with its item capacity. The fee should increase by how many rooms one has. A larger room addition should cost more than a small room addition. One can choose between pre-made blueprint designs on their home as well. For a great fee, one can get a balcony as well…


Balconies: A balcony should be small, despite any type of upgrade. One must remember though, that the room is just as attached from the city server just as much as the Dathomir section is from the Naboo one. So, the city must be fake, when seen from the balcony. Windows could be fashioned in the same manner. Larger windows cost more than smaller ones.


Crafting Opportunities: In the lobby, a building bazaar can list all the available items in the building for sale, and will tell the buyer where to pick up the item in the building. The suite vendor can also choose to have their items available on the upcoming city bazaars.


Convention Centers: For a large fee, one can rent a room from purchase to server reset to hold meetings, or parties in… Can follow a blueprint of the current city hall.


Player City/Politicians


Politicians: A ballot box is placed in the lobby, and the politician (who lives in the building), can run for landlord. They are responsible for adjusting the costs of rooms, etc (a minimum safeguard is placed to prevent exploits), but they must manage the costs to pay for the building’s massive total upkeep costs. It takes a majority (<50%) to oust a landlord, and a vote takes place each month


A tenant who fails to pay their fees can be evicted, or the landlord can pay their dues until the tenant can pay them back. The landlord can also customize interiors, hallways, and convention centers.


Galactic Civil War!


Buildings:


Loyalist (Imperial): The Empire rewards loyal urbanites, and under their Commission of Housing Development will pay 20% of the building’s upkeep. Any signs of contraband will result in a varying fine.


Rebel: The Rebels award those who help their cause generously. By storing illegal weapons, spices, and illegal refugees in the basement and holding areas, the Rebels will pay a reward, that will increase based upon how much you “help”


Random Imperial searches are conducted on all buildings. A random (20%) chance of being caught with smuggled things will result in a fine based on how much has been smuggled.


Smuggling more will result in a larger reward, but if it fails, a larger fine…


Neutrals get no reward, but no penalties


Misc:


Furniture: All buildings come with a toilet, shower, and small bed.


New furniture would be nice…


Pets, and entertainment are allowed in homes. Combat is not allowed.


Storage:


All items can be stored in depositories within your homes wall (a big safe), that can be made more spacious depending on price. The limit should be generous, yet should be practically finite.


Please add any comments here. Thanks for reading!

Message Edited by Verser on 02-13-2005 12:57 PM

Verser
Mon Feb 14, 2005 1:56 am
#7

paintballpenguin
Mon Feb 14, 2005 9:25 am
#8

very nice idea's, it is the best written down form I have seen. ***** for jo'


in addition I would like to see four or five buildings per larger city that are apart fo the main server that are shops that could be used to place no more than 3 vendors, by some of the servers best crafters. I realize that this would create more lag, but it should be something we can all live with. It would get rid of any problems that the larger crafters should have with the new bazzar system, if they were unable to keep the vendors stocked someone else would move in.



ONE GUILD< - >OKKIA ARIDIA< - >ONE EMPIRE
Verser
Mon Feb 14, 2005 4:37 pm
#9

Added Player City section 2 posts below my original post.
LordReaver
Mon Feb 14, 2005 5:40 pm
#10


Just because people live in a city doesn't mean they will hang around that area. How many player ghost towns have you seen?





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Verser
Mon Feb 14, 2005 7:43 pm
#11

People go back and forth from their homes, if they consolidate in a few NPC cities, then at least some of the many are bound to stop and hang out. No, not every city and every player city will suddenly be filled, as there aren't enough players in the game, but it would lead to a re-consolidation around a few cities, rather than everyone spread out sparsely over a plethora of land (the entire galaxy)
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