Cities And Housing Archive

Thread: ideas for player cities

eurno_ebaebro__kyra
Sat Jul 09, 2005 10:42 am
#1


ok, these arent my ideas, but they were on a seperate site and devs wouldnt see them, but thet NEED to be seen, here they are, straight from http://www.swg-idealab.com.






Player City Improvements



Allow upgrade from shuttleport to docking bay to allow player ships to land there


Hire convoys to deliver commodities to player cities, they can contract out to speeder trucks or skiffs


Deliver raw materials to residents of player cities


Use speeders or shuttle craft to hop around. Shuttles quicker and safer but lots more expensive. Only used if they have shuttle port (automated service). Deliverer must pay maintenance of shuttles.


Residents get cutbacks on goods to keep their economy afloat. Mayors can lay tariffs in transactions with imported goods.


Power generators for each city? Small required for outpost. Several large required for Metropolis.


Having trainer building lowers cost of training.


Market building provides bonus on sales to vendors and allows local investment in galactic corporations without having to go to town. If you’re working for one, you still have to go to a city to complete missions (courier, duty missions, corporate espionage, etc.).


Refineries boost production of player crafting stations within a city.


Air defense for bases and cities if Air Strikes are added to game.


Master Merchants should get increased pay for delivery missions. Can pay hirelings to transport goods. These are attackable by enemy players. Pay for company with better ships who can jump right to the station so they don’t have to cross dangerous territory.


Without police or troops, low-level thugs will appear in your city at night. Shoot-outs between Hutt and Valarian factions.


Need a better map. Tells where cities are and what kind they are.






y----Niplac Dustrider----y

y---Da most gangsta-ist pilot evah---y

y--(Crimson Pheonix 4434)--y

eurno_ebaebro__kyra
Sat Jul 09, 2005 11:51 am
#2


b u m p

















it up




y----Niplac Dustrider----y

y---Da most gangsta-ist pilot evah---y

y--(Crimson Pheonix 4434)--y

bluejanus
Sat Jul 09, 2005 1:05 pm
#3






eurno_ebaebro__kyra wrote:


ok, these arent my ideas, but they were on a seperate site and devs wouldnt see them, but thet NEED to be seen, here they are, straight from http://www.swg-idealab.com.






Player City Improvements


Allow upgrade from shuttleport to docking bay to allow player ships to land there


I don't think this is such a good idea. The number of starports should be limited. Expanding the number of starports would reduce player interaction even more than it is.


Hire convoys to deliver commodities to player cities, they can contract out to speeder trucks or skiffs


When you say commodities, do you mean like trade good missions or do you mean like raw crafter resources?


Deliver raw materials to residents of player cities


Do you mean like an automated courier system?


Use speeders or shuttle craft to hop around. Shuttles quicker and safer but lots more expensive. Only used if they have shuttle port (automated service). Deliverer must pay maintenance of shuttles.


I don't see how this is different from the current system.


Residents get cutbacks on goods to keep their economy afloat. Mayors can lay tariffs in transactions with imported goods.


The current system is broken but theoretically does this.


Power generators for each city? Small required for outpost. Several large required for Metropolis.


To what end? Houses and most city structures already have power generators.


Having trainer building lowers cost of training.


Can't put a trainer inside a building.


Market building provides bonus on sales to vendors and allows local investment in galactic corporations without having to go to town. If you’re working for one, you still have to go to a city to complete missions (courier, duty missions, corporate espionage, etc.).


What does market building mean and how would it provide a bonus to sales? I'm assuming you're talking about a stock market exchange. That kind of system would be difficult to implement and impossible to regulate, especially with the lack of trust, legal network, and criminal law.


Refineries boost production of player crafting stations within a city.


What does boost production mean for a crafting station? Do you mean make products build faster?


Air defense for bases and cities if Air Strikes are added to game.


Sure, but addingair to surface combat is an awful idea.


Master Merchants should get increased pay for delivery missions. Can pay hirelings to transport goods. These are attackable by enemy players. Pay for company with better ships who can jump right to the station so they don’t have to cross dangerous territory.


Seems pointlessly similar to existing features.


Without police or troops, low-level thugs will appear in your city at night. Shoot-outs between Hutt and Valarian factions.


No. I can already get camped by aggros in the wild, I don't want to deal with that near my house. That's one of the benefits of living in a player city.


Need a better map. Tells where cities are and what kind they are.


When you say what kind, do you mean like which specialization? You can already tell what faction they are by the mayor's faction.














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