Cities And Housing Archive
Thread: GCW Base/City Idea
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MadeEvil
Tue Jan 25, 2005 10:25 am
#1
I posted this in the GCW forum as well but since it has to do with cities I thought I'd post here as well.
A Imperial Colonel or what ever the highest rank is after the GCW revamp(if it happens) Can place a Main base structure for x amount of lots. Think of it like a City hall
Once Placed Other Imperial can place other buildings Depending on rank each costing a certain number of lots.
The City/base will always have a wall around it that can be destoryed. Every time you place a structure next to the existing structures it then expands the wall to encase the new structure.
Walls can be destroyed.
The Base/City will have troops that partrol the area.
Any building in this Base/City can be disabled not destoryed.
Meaning once someone take away the buildings ham they can then keep attacking till all of its maintance is gone.
Once the maintance is gone it acts like a condemmed building.
The city/base will have lets say 5 ranks like a player city going from
Outpost
Tech Center
Training facility
Base
Stronghold
(I just grabbed some names of stages out of thin air I'm sure we can think of better ones.)
Each time the Base/City upgrades a rank the Cityhall type structure upgrades with it. Getting larger with more defence
Differnt Proffessions can place differnt Structure's
Examples
Barrack's- Anyone Proffession should able to place this structure its main purpose is to Supply the Base/City with more troops each Barracks adds lets say 1 extra patrol to the base/City. Owner can decorate and such.
Armor Supplies building- Placed by a Master armorsmith contains bonus's for crafting faction armor while in it. And also upgrages the armor of the Base/City's Npc troops As well as upgrades the hit points on turrets and walls in the Base/City. (owner can decorate)
Weapon Supplies Building- Same as the armor supplies building Placed By a Master Weaponsmith and gives weaponsmith bonus to crafting Faction weapons (if there is ever any) Also upgrades the weapons of the Npc's of the Base/City As well as the fire power of the turrets. (owner Can Decorate)
Training facility- Only Placable by a Elite master Combat Proffession trains the Npc's so that they have upgrades in + Dodge + to accuracy etc.. (Owner can Decorate)
Constructson Facility- Placed by a architect speeds up the Base/City's ability to repair itself of any damage. And if Architects are given the ability to build these Structure's gives them a bonus to each of the Strucutre's special ability's when crafted inside. (owner can Decorate)
Medical Facility- Placeable by Master Doctor's Increase's the Npc's Total health. Gives a bonus to buffing a Overt player while inside. (owner can Decorate)
Chemical Warfare Facility- Placeable by Master Combat it Increases the Poison Disease Resistance's of the Npc troops.
(I can't really think of a bonus from this since doctor's buff people for disease and poison resistance's)(owner can Decorate)
Recreation Center- Placeable by Master Musicians or Dancers Increase's Npc's Total mind pool. Gives bonusing's to giving entertainer buffs to overt players while inside. (Owner Can Decorate)
Kitchen- Placeable by Master Chef's Increase's the Total Action pool of Npc's. Allows Chefs to create speical Faction food while inside that increase's stats or maybe makes you able to get more faction points per kill when used etc...)owner Can Decorate)
ID center(couldn't think of a good name for it)- Placeable by a Master ID No real benefit to Npc's but allows a Master ID to turn any player Covert instantly while inside. (owner Can decorate)
Droid Technology Center- Placeable by a Master Droid Engineer Increase's the Stats of at-st's and AT-AT's in the base for the Imperial Side. (can't think of something for the rebel side really) When a DE builds a droid for JTL inside the structure the droid gets a bonus for when a player uses it Overt and in space. (owner can Decorate)
Uniform Department- Placeable by Master tailor's Increase's Npc's without armor's armor stats like the officer Npc's. Tailors can craft faction uniforms inside the structure that give bonus's to people who wear them overt. like +25 to dodge etc... (Owners can decorate)
Vehicle Technology Department- Placeable my Master Shipwrights Adds a extra AT-ST to the patrols. Ships and parts crafted inside give a bonus to overt players while in space.
Recruitment Center- Placeable by SquadLeaders gives SL bonus's to Npc troops. a Npc vendor will spawn in this building that sells faction pets for alot less than normal.
Ok thats about every proffesion I think.
Anyway as players place these buildings upgrading units and such (if more than one of the buildings is placed you still get a bonus for each building but the bonus gets smaller with each building.) The Base/City will be totally closed off leaving opposite and Neutral players unable to enter unless they attack the base itself Destorying the walls. Players with a pass code can Enter with a 5 digit code that the person that placed the first building down (remember the city hall type building) choose's when a player joins the city the code is e-mailed to them.
Smugglers of neutral or smugglers of the opposite faction can slice the code entry ternmal for instance access.
Neutral Smuggler don't have much to worry about but opposite faction players will have to worry about scanners.
The main City hall type building also has a code on it all city members are e-mailed when they join. Smugglers can also slice this terminal.
When a smuggler gets into the city hall building there will be a terminal to disable Base/city what ever you want to call it defence's meaning turrets not Npc's. a Smuggler of the opposte faction can disable the turrets for his friends. (any member of the city with the defence passcode can turn teh turrets back on.)
Defence Passcode. This passcode allows a person to access the Base/City's Defence room. once in the room they can control turrets and set area's where all the Npc's will focus there attacks on. The person that started the city will only give out this Passcode to his must trusted allies. a Person inside can lock the door and keep anyone from controling troops or turrets while inside helping the enemy!
This base/city will require alot fo resources so it will not be cheap to upkeep.
Opposite faction members can not destory the Base/City but they can drain all the maintance credits from it and turn the whole city into a condemmed city. unusable till all the repairs are made.
Players can also buy a set number of additional troops and upgrades depending on the rank of the city. from a officer inside the main city hall type building. Using FP of course.
Ranks for the city upgrade troops and gives speical troops like at rank 5 the Imperials could get a AT-AT in the city.
Well thats my Idea I know its long let me Know what you think. and if you have any suggestions or idea's please share them.
A Imperial Colonel or what ever the highest rank is after the GCW revamp(if it happens) Can place a Main base structure for x amount of lots. Think of it like a City hall
Once Placed Other Imperial can place other buildings Depending on rank each costing a certain number of lots.
The City/base will always have a wall around it that can be destoryed. Every time you place a structure next to the existing structures it then expands the wall to encase the new structure.
Walls can be destroyed.
The Base/City will have troops that partrol the area.
Any building in this Base/City can be disabled not destoryed.
Meaning once someone take away the buildings ham they can then keep attacking till all of its maintance is gone.
Once the maintance is gone it acts like a condemmed building.
The city/base will have lets say 5 ranks like a player city going from
Outpost
Tech Center
Training facility
Base
Stronghold
(I just grabbed some names of stages out of thin air I'm sure we can think of better ones.)
Each time the Base/City upgrades a rank the Cityhall type structure upgrades with it. Getting larger with more defence
Differnt Proffessions can place differnt Structure's
Examples
Barrack's- Anyone Proffession should able to place this structure its main purpose is to Supply the Base/City with more troops each Barracks adds lets say 1 extra patrol to the base/City. Owner can decorate and such.
Armor Supplies building- Placed by a Master armorsmith contains bonus's for crafting faction armor while in it. And also upgrages the armor of the Base/City's Npc troops As well as upgrades the hit points on turrets and walls in the Base/City. (owner can decorate)
Weapon Supplies Building- Same as the armor supplies building Placed By a Master Weaponsmith and gives weaponsmith bonus to crafting Faction weapons (if there is ever any) Also upgrades the weapons of the Npc's of the Base/City As well as the fire power of the turrets. (owner Can Decorate)
Training facility- Only Placable by a Elite master Combat Proffession trains the Npc's so that they have upgrades in + Dodge + to accuracy etc.. (Owner can Decorate)
Constructson Facility- Placed by a architect speeds up the Base/City's ability to repair itself of any damage. And if Architects are given the ability to build these Structure's gives them a bonus to each of the Strucutre's special ability's when crafted inside. (owner can Decorate)
Medical Facility- Placeable by Master Doctor's Increase's the Npc's Total health. Gives a bonus to buffing a Overt player while inside. (owner can Decorate)
Chemical Warfare Facility- Placeable by Master Combat it Increases the Poison Disease Resistance's of the Npc troops.
(I can't really think of a bonus from this since doctor's buff people for disease and poison resistance's)(owner can Decorate)
Recreation Center- Placeable by Master Musicians or Dancers Increase's Npc's Total mind pool. Gives bonusing's to giving entertainer buffs to overt players while inside. (Owner Can Decorate)
Kitchen- Placeable by Master Chef's Increase's the Total Action pool of Npc's. Allows Chefs to create speical Faction food while inside that increase's stats or maybe makes you able to get more faction points per kill when used etc...)owner Can Decorate)
ID center(couldn't think of a good name for it)- Placeable by a Master ID No real benefit to Npc's but allows a Master ID to turn any player Covert instantly while inside. (owner Can decorate)
Droid Technology Center- Placeable by a Master Droid Engineer Increase's the Stats of at-st's and AT-AT's in the base for the Imperial Side. (can't think of something for the rebel side really) When a DE builds a droid for JTL inside the structure the droid gets a bonus for when a player uses it Overt and in space. (owner can Decorate)
Uniform Department- Placeable by Master tailor's Increase's Npc's without armor's armor stats like the officer Npc's. Tailors can craft faction uniforms inside the structure that give bonus's to people who wear them overt. like +25 to dodge etc... (Owners can decorate)
Vehicle Technology Department- Placeable my Master Shipwrights Adds a extra AT-ST to the patrols. Ships and parts crafted inside give a bonus to overt players while in space.
Recruitment Center- Placeable by SquadLeaders gives SL bonus's to Npc troops. a Npc vendor will spawn in this building that sells faction pets for alot less than normal.
Ok thats about every proffesion I think.
Anyway as players place these buildings upgrading units and such (if more than one of the buildings is placed you still get a bonus for each building but the bonus gets smaller with each building.) The Base/City will be totally closed off leaving opposite and Neutral players unable to enter unless they attack the base itself Destorying the walls. Players with a pass code can Enter with a 5 digit code that the person that placed the first building down (remember the city hall type building) choose's when a player joins the city the code is e-mailed to them.
Smugglers of neutral or smugglers of the opposite faction can slice the code entry ternmal for instance access.
Neutral Smuggler don't have much to worry about but opposite faction players will have to worry about scanners.
The main City hall type building also has a code on it all city members are e-mailed when they join. Smugglers can also slice this terminal.
When a smuggler gets into the city hall building there will be a terminal to disable Base/city what ever you want to call it defence's meaning turrets not Npc's. a Smuggler of the opposte faction can disable the turrets for his friends. (any member of the city with the defence passcode can turn teh turrets back on.)
Defence Passcode. This passcode allows a person to access the Base/City's Defence room. once in the room they can control turrets and set area's where all the Npc's will focus there attacks on. The person that started the city will only give out this Passcode to his must trusted allies. a Person inside can lock the door and keep anyone from controling troops or turrets while inside helping the enemy!
This base/city will require alot fo resources so it will not be cheap to upkeep.
Opposite faction members can not destory the Base/City but they can drain all the maintance credits from it and turn the whole city into a condemmed city. unusable till all the repairs are made.
Players can also buy a set number of additional troops and upgrades depending on the rank of the city. from a officer inside the main city hall type building. Using FP of course.
Ranks for the city upgrade troops and gives speical troops like at rank 5 the Imperials could get a AT-AT in the city.
Well thats my Idea I know its long let me Know what you think. and if you have any suggestions or idea's please share them.
DarkDemonKnight
Tue Jan 25, 2005 11:03 am
#3
I like the ideas but i have to disagree on having troops spawning in the city. Like mos espa....it will become a rebel fp farm and will attract unwanted attention to the city and operations going on in the city. Also with all these jedis......walls and other gcw objects are nothing but junk....
MadeEvil
Tue Jan 25, 2005 11:07 am
#4
Well hopefully they will have alot of ham and such on walls and with the CU hopefully a group of Npc's as large as the city will have a group of 5 wouldn't stand a chance in their. Attacking a Base/City would take at least 10-15 just attacking the Npc's.
SeraCohw
Tue Jan 25, 2005 8:47 pm
#5
would be nice if u can set a patorl path for the guys tha spwan with a base and the path can only lead so far away from the base
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