Cities And Housing Archive

Thread: Make Public Buildings in Player Cities usefull.....(heres how)

Azash_AT
Sat Sep 24, 2005 12:01 am
#1


Ok player owned medical centers are about as useless as it gets. At this point they are wasted code. So here is an idea.


Give buildings like Medical Centers, Cantinas, Theaters, City Halls etc NPC slots. My idea is specifically for Medical Centers but with a little effort similar ideas could be worked up for each of the player owned "public" structures in cities.


Then create npc's available to Politicians and certain profession.


The first profession would be an Advisor. A contract for this fellows employment could be purchased from NPC "advisors" placed in the NPC cities. THe advisor is sloted to go in the Town hall buildings. Placing an advisor in a town hall increases the upkeep cost of that building. The Advisor is an npc merchant type character that will sell you contracts to employ other npc's in your cities public buildings. To my thinking politician skill would be needed to plant an advisor in a structure.


The second profession is a Surgial Droid. As with the Advisor the surgical droid will increase the maintenance cost of a medical center. The surgical droid will offer the ability to heal wounds for a fee. I am sure Jedi and Docs will not mind if there are npc's healing wounds as well as Jedi and Docs have a purpose beyond just healing wounds. You would have to be a Master Combat Medic or Doctor to place a Surgical Droid to be on par with the abiity to place a med center.


The third profession is the smuggler/junk dealer. Placeable by a master smuggler in a cantina. A smuggler/junk dealer will be able to purchase junk items and weapons that players loot from NPC's. The typical junk loot that you see drop on most npcs. This npc as with the others will cause the maint cost of the cantina to increase. The owner of the building and this npce would then be able to clean out this fellows inventory by destorying the items or "selling them on the black market" if you prefer. So if a base level blaseter sells for 40 credits to the npc's then this fellow could then destroy it or sell it off on the black market (aka delete the item) and recoup say 80 credits. Give the owning player the ability to set the purchase price to foster some economic competition between cities and cities would be sources of cash for players.



Now thats all i have come up with so far. I thought about an npc dancer for theaters or cantinas but dancers are getting hammered as is and any competitive npc profession would do more harm than good. If the profession were to go the way of the dodo then perhaps this could be a solution to getting the xp buffs however as it stands now it would be a bad idea IMO.


The net result of this would be that these buildings would start turing a profit of some sort or taking a loss but they would server some sort of function in the game and make player cities more of a hub of activiy. The same npc's could be placed in the NPC cities in the respective buildings (although the junk dealers already exist) making life easeir for non guilded and new folks and offering real services in those npc cities that players would actuly use. This might also help balance out a game economy that requires you to do some death defying stuff to earn 25k for a mission or quest reward but a standard weapon runs at least 50k if not more and armor usualy starts at 500k a suit.


If anyone has a good idea for theaters shoot cause I really couldnt come up with one nor could I determine any relevant purpose for this player structure.

Message Edited by Azash_AT on 09-23-2005 12:15 PM

MiraLuka3
Sat Sep 24, 2005 12:20 am
#2

NPCs that perform PC actions = bad



Mira Luka
The Last Tailor Correspondent
Join the SWGTailor forums and keep our community alive!

I quit because of the NGE. Goodbye, my friends.
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