Development Cycle Archive

Thread: Player Cities: Where we are and where we are going.

Cartigny
Tue Dec 23, 2003 1:09 am
#144






IanP622 wrote:
Can we have roads? Please?!




Yes, exactly! Where is the pavement?! A city without it just isn't a city at all.
UmbrusUrsa
Tue Dec 23, 2003 3:34 pm
#145

I dont think we need roads...or pavement...or destroyable city structures. But on a side note we actually do already have roads on some of the planets. You just have to know where to look!



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Esri
Wed Dec 24, 2003 1:23 am
#146






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.






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Alexander
Thu Dec 25, 2003 1:49 am
#147

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?




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WookieeMonsterJ
Fri Dec 26, 2003 1:19 am
#148

Destroying player city buildings would be retarded... think of how long people worked to collect all of the things they have in their house, or PA hall, or city structures, just for someone to come and destroy it. Thats the worst idea that could be brought to this game. that would be like, someone killing you, and looting your bank account.



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BrokenDrum
Sun Dec 28, 2003 5:37 am
#149

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.





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Nunchi
Sun Dec 28, 2003 7:15 pm
#150

I think that roads are a over kill path and walk ways would be better.
NovaKane
Tue Dec 30, 2003 1:54 am
#151

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!

FoundingBudzz
Tue Dec 30, 2003 6:22 am
#152

Hey i got a question.. what are going to be the upgrade for the Metropolis and when we going to get a decent bonus for achieving it. Im a little dissappointed to get my city to lvl in the 1st five weeks and get nothing but 3 more trainers and terminals.Oh and more maintenance costs.Its been 3 weeks now going on and still nothing for us. Also you publish pictures of our garages yet the achs cant build cause we dont have the schems yet , when are these coming. also does the moneyt pd to the trainers go to the city? and does the city make any sorta profit from the mission terms or clone facitly charges? if they do great can someone give me the percentages of them and if not then WHY NOT? why not let them services help pay for themselves a well as the city. ppl are more likely to hang around with lower taxes if the can contribute by simply running missions or using its services then great. but who does get that 10,000 creds when you learn a master skill from our city's triainer? do we? i never have taken the time to really monitor it all since i just pd 1 million to keep it going ,thanks for the info



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SasKarna
Tue Dec 30, 2003 9:19 am
#153

i think roads are a bad idea. i would like to just see the ability to edit the terrain....maybe i missed it already.....but i think to flatten out the hills and bumps and make the ground flat, maybe add a skin, ie bricks etc. make it more city like. right now when i see fountains etc in citys, it just looks messy. a bunch of houses on hills, its just doesnt LOOK city like to me. even the big ones just look junky. lets be able to alter terrain or something, for free, or maybe a small cost, since cities get to be so big. or as the city grows, the terrain WITHIN the boundary automatically flattens and adds a ground texture to appear more "citylike" than comap like.
Mrs_Green
Tue Dec 30, 2003 12:08 pm
#154

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.

nightfalls
Sat Jan 03, 2004 3:07 am
#155

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.




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Hakai
Sun Jan 04, 2004 1:36 am
#156

how about make paved roads that will increase your speed while mounted on a vehicle? the interplanetary Highway!



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