Development Cycle Archive
Thread: Player Cities: Where we are and where we are going.
IanP622 wrote:
Can we have roads? Please?!
Yes, exactly! Where is the pavement?! A city without it just isn't a city at all.
HiredMan wrote:
This just an idea, but what if we had player cities destroyable by other players or maybe NPC raiders. It would kind be like have a force sensetive character or least the same concept. This is especially important for faction player cities or outpost, we could control the population of those cities, and raiders can attack neutral cities and shrink the city size by lose of citizens. People would treat their city even more importantly. To raid or seige a city would be expenisive and costly so it's a great money sink so...just to control animals you sometimes have to kill a few of them.
I don't think so, HIredMan. I don't want my home beseiged or destroyed. Thanks, but no thanks.
mmmmh... i tought outposts were without limit right?
So how come i cannot place my city hall "because the limit of this planet has been already reached"? something changed from this post? anyone can answer?
Howdy;
Agree - destroying player cities is a very bad thing. Do think the Mayors and city planners should ba able to lay pavement tho - make theses larger cities stop looking like Large Outposts.
Seems like the Flatten infrastructure is in (think camps) and cant be that weird of a twist to make it paved instead of merely flat - dunno - maybe harder than I imagine. Of course not all cities would chose to pay the cost of pavement - so still would be some looking like a City and others still in the outpost mode.
Can you make Outposts flatten the terrain and the city streets or areas that are within the city boundary get a paved texture. The texture would be dependant upon the size or level of the city. Size 1 being just flat terrain, size 2 being flat terrain cleared (think dirt road look), Size 3 can be a cobblestone look, size 4 a more paved look.
Of course this is just my opinion and we all know what that is good for!
I am very disappointed in the way Player Cities were released. First of all, like may "new features" in this game, they were not ready to go live. Perhaps issues like city migration we unforseen, but things like needing 10 people to start a city instead of 5, and you can't register on city map til Rank 3, not only should have been done in Test Center, but are really matters of common sense. Essentially, 5 schmucks with a city hallrun 2000m away from a major city and plop it down. Then 30 minutes later when they city caps were met, they spam"Join Blank Blank City"in front of the starports, gather some newbs ot live there and badda bing badda boom you got yourself a city. Meanwhile player associations of 40 or more pay to use their shuttle. SOE promises to raise the city cap, but cities dont work! (Big Surprise!) Do not worry, they say, we have not created an elite group of players.These little cities had 6 weeks to gather the 55 players needed. Big PA's could have easily gotten 55 sooner had they been able to place their city hall.Then ( at last! ) we get our cap lift, and we also receive yet another "**edit**!" fromSOE.10 cities can get rank 4 and 15 rank 3 or higher! "Terrific!" you think"My planet already has 9 cities, and I can only advance one rank a week." They should also limit how far apart shuttleports can be. NowTatooine has4 PlayerCities with Shuttleports less than 2000m away from 1 major city, and were 5000m away from the nearest shuttleport (player cities included) and we haveto wait for one ofthese cities' population to fall before we can get our shutlleport. Theres pretty much no rank 4 citiesin the Northern Hemisphere. What an efficient travel system! You should have to be farther away fromthe original cities,say 2500 m away. And maybeput a cap on how manyshuttleports/Rank 4 citiesin acertain radius,ie3 per SW quarter of the planet, 4 in the NW.That would still only be 9-12 per planet, but the placement would be better. That wouldbe a better cap.But whogives aflying fouck whatI think, Im just a paying customer.Ill just fill out a "Customer Service" ticket, pay my fifteen bucks, and cross my fingers that one day, they will fix it, and when they finally get the game to work, they'll only raise the price to $20, not $25.
I personally think there should be a salary. For both factions. But different for both factions. I think the salary should be in credits and in faction points. The salary should be based on a few things. It should be based on overt/covert status and enemies killed/ missions completed and finally rank. Each combination would be worth a different amount of points and credits(for example an enemy kill while covert isn't worth as much as when overt same goes for missions completed, or an npc kill isn't as important as a player kill).
How often the salary is payed i dont know cause that the devs can decide on.
Now the salaries for the two faction should differ in types of pay. The empire is full of money and full of people. sooo. An individual is less important than the whole. Therefore the imperial salary should be more based on credits than it is based on faction points. Now the rebel Alliance on the other hand doesn't have that much money but has alot of brave men(and women). So for the rebels Salary should be based more on faction points than credits. Both sides should get faction and credits for a salary the only difference is how much of each. I believe this system is a good one because it follows up on the themes of both sides strengths and weaknesses.
One more side note. The salary system in my opinion was meant to be based on a system added onto the current one. Not one that replaces the current one. Meaning i think the faction missions need to remain the same in style of pay and faction points. The salary is just something i think that needs to be added onto that.
And in turn you might wonder that would mean too many imperials would have too much money and too many rebels would have too much faction points. well there are ways to balance that (increase faction perk prices along with credit prices to traveling the galaxy paying your houses maintenance and so on). For the nuetrals this may be hard on the pocket but in the time of the movies i dont think there really were many nuetrals. This encourages one to join a side.
And faction pets should have more uses then they currently have. For examplemedics should really focus on healing and not fighting(at least having the healing factor being more important than the fighting factor). They basically need to be more useful then they are right now.
I know this was a really long post and most prolly wont read it but thats really whatI think should be done with this Galactic Civil War. Well one of the things at least.