Cities And Housing Archive

Thread: Not working militia status in player cities,peaceful cities now terrorized

WarriorOfDarkness
Thu Mar 03, 2005 4:28 am
#1

Before new fixs militia could attack any hostile player to another militia member withincity borders. Now it is not working. And with this inability to attack enemies within city borders the use of militia has lost its benefits. I think this is very silly that you cannot even defend your own citizens. We r not asking for a worldwide militia protection,but just to protect our small town which has only 200m radius. So let us have some advantages within our city borders, this is our city anyway not theirs, so bounty hunters and such MUSTNOT be able to terrorize our territory. Pls open militia status back.
MDEUK
Thu Mar 03, 2005 6:28 am
#2

The ability to /citywarn was removed from the game over a year ago!


Since then militia has only been able to /cityban and /grantzoning rights
Ochiir
Thu Mar 03, 2005 6:33 am
#3

This will only make it possible for jedi to gank BH's and the BH's had to be alone. But im guessing that's what you want anyways by starting this thread
Vesobe
Sat Mar 05, 2005 5:39 am
#4

/citywarn was removed because people found a way of exploiting it - basically, non PVP players being caught in pvp (which, if you've no combat skills, is HARSH).

So yes, losing /citywarn did take an aspect of malitia away, but re-instating it risks upsetting a lot more people's enjoyment of the game.






Doing Bad Things Well Since 1976



You had me at "Dude, did you jsut call me dude?"

L'Animal animé d'âme de luminosité

Privateer21
Sat Mar 05, 2005 9:02 am
#5

the original post is unclear, perhaps he's referring to the new combatant/special forces system? Are you experiencing something different when a special forces person attacks a militia member? Previously the attacker would then TEF to all militia. Not sure if that's still the case?


regards

d'rew




D'Rew Ma'Tix
Archon - Pax Imperius
Mors ultima ratio
[email protected]
RebRifle
Sat Mar 05, 2005 10:48 pm
#6



Vesobe wrote:
/citywarn was removed because people found a way of exploiting it - basically, non PVP players being caught in pvp (which, if you've no combat skills, is HARSH).

So yes, losing /citywarn did take an aspect of malitia away, but re-instating it risks upsetting a lot more people's enjoyment of the game.




well they shouldn't be in a hostile city if they are without combat skills.
Kilrtom-WookieCoat
Sat Mar 05, 2005 10:49 pm
#7


The ability to /citywarn was removed from the game over a year ago!


Since then militia has only been able to /cityban and /grantzoning rights






Let me educate you on city malita as your wrong....


1. Citywarn was taken out over a year ago as it was being abused... but that did not take away what city malitia was good for.


2.City Malitia, if another malitia member was attacked within the city bounderies, all other malitia members could attack that agressor... regardless if the malitia member was civilian, covert or overt. City Malitia was very useful before publish 13 as it did allow player cities to offer some lvl of protection to their citizens and Jedi. As long as the person being attacked was part of malitia, they could call on the support of all other malitia members.


I do agree with the poster though, we need some lvl of malitia to help our cities... I see nothing wrong with allowing malitia members the ability to help defend each other even if they are Jedi. They have to leave the city limits for their mission anyways, but it was surely in line and good to allow us to protect each other inside the city limits. To take all that away from player cities is just wrong and defeats any and all purpose for malitia.



Kendryn Saar
Dark Lords
~Sith Apprentice~
Nakir
Master Weaponsmith ~ Master Smuggler ~ Imp Faction Broker

Vesobe
Thu Mar 10, 2005 6:44 am
#8






RebRifle wrote:


well they shouldn't be in a hostile city if they are without combat skills.




How do you know it's a hostile city?






Doing Bad Things Well Since 1976



You had me at "Dude, did you jsut call me dude?"

L'Animal animé d'âme de luminosité

STEMMlin
Thu Mar 10, 2005 3:56 pm
#9






Vesobe wrote:





RebRifle wrote:


well they shouldn't be in a hostile city if they are without combat skills.




How do you know it's a hostile city?






same way you know where the ghetto parts of your area are....word of mouth.



~Y~ Ashlynn ~Y~
Vesobe
Fri Mar 11, 2005 1:02 pm
#10



STEMMlin wrote:


Vesobe wrote:


RebRifle wrote:


well they shouldn't be in a hostile city if they are without combat skills.

How do you know it's a hostile city?



same way you know where the ghetto parts of your area are....word of mouth.


Well, yeah, in real life that works well.

But say a master tailor like ourselves is searching desperately for +17 Bio-Enhacned clothes by the crate.

So, you pull up planet map, find "Our Lovely City Mall" has a BE vendor, and grab a shuttle. You have crafting skill and nothing else because that's where your interest in this character lie. So, I dunno, master artisan, master tailor, master merchant and some chef stuff for good measure.

You land in Our Lovely Town and find that while it was loading someone has used /citywarn and deahblown you. Now, I can't speak for anyone else, but I'd think that sucked bantha if it happened to me.

Furthermore, there are a lot of people who don't want to do PvP, and forcing them to do so is unfair. As is the ability to eject someone from city limits when you've gone and built on a POI, thus keeping them from game content that they've as much right to as you do.

/citywarn was great for roleplay reaons, and for keeping undesirables from your town. But it was too easy to abuse, and not everyone used it resposibly. It had to go.






Doing Bad Things Well Since 1976



You had me at "Dude, did you jsut call me dude?"

L'Animal animé d'âme de luminosité

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