Development Cycle Archive

Thread: Design Topic: Player City locations

PhiSig
Thu Oct 30, 2003 6:10 am
#170

I agree with the guy who said "If you pop a shuttleport out in the middle of nowhere, a city will grow around it".



I think that Shuttleports should be more accessable.. It's very hard to get 50 some people to move out (and then wait the 3 or so weeks at least for the mayor to get enough xp) 5k meters away from the nearest shuttle or starport with only the promise that we will have one eventually. There are many other perks that could be moved higher up the chain....


The problem is when half of my city are crafters, but yet still have to put houses near populated towns to keep their business because nobody will walk 5k meters out to our town. We don't want to build 1k meters outside of Theed, or outside of the Imp outpost on Dantooine... We are in the SE corner of Dantooine about 600 m from the Janta caves (which incidentally I didn't even know where there until after we had about 20 buildings set up, but it was a pleasant suprise) The area is one of the coolest looking on all of Dantooine, if not the whole game, yet most won't see it for a while because it's so far out, and even with mounts will still be quite a hike until we get a shuttleport.




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Enix_Dayspring
Thu Oct 30, 2003 6:14 am
#171

A shuttleport should be one of the first things players have the option to build.


The reason is simple. Players don't want to spend 45 minutes going ANYWHERE, especially not their home town.


There will be NO cities out in the boonies if it takes a long time to build a shuttleport. The town will simply never be able to grow because of the inconvienience of getting out to the remote location.




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Fallsguy
Thu Oct 30, 2003 6:52 am
#172

Whatever is decided - as long as player shops can be placed in player cities and not restricted to planet specific houses.



I use a generic planet house as my shop. It owuld also be cool if the shops can be listed in the player city map.




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Bingchudie
Thu Oct 30, 2003 7:01 am
#173

I imagine that player cities will continue to go near points of interest. On Chilastra player housing and PA halls already follow that pattern pretty heavily. Every time I check out a new POI I stumble upon more development then I expect.


In a weird way I'm glad that shuttle ports aren't available right away. I've been waiting for a vehicle for quite a long time and I don't want them marginalized by shuttle ports every 2500m... Just make sure they have a garage...




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Sargothas
Thu Oct 30, 2003 7:18 am
#174

Our player city is being constructed now (housing placement at least) in a remote location. Approximately 6k from the nearest town. Yet only a couple hundred from some "other" attractions.



Problem is the 50 person need for a shuttleport. We will be hardpressed to get that many residents, as our planet isnt very populated as it is (Rori, Chilastra). Hopefully this will not completely destroy our hopes making it work.




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Molarrael
Thu Oct 30, 2003 7:19 am
#175

Our whole PA plans to move to a new location. We have our arctitects hard at work making the new houses for members now.(they need to make 100+ houses)


City Perks: We are going to be power lvling one politican to get all of the player cities perks, after which we will be opening the doors for politics to take their toll.

Location: As close to the Rebel Themepark as possible

Tax Rates: Taxes will be the exact ammount to run the city.

Faction: Rebel(and we tossing around the idea of making our city a Rebel stronghold)



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ArdenStarmariner
Thu Oct 30, 2003 7:32 am
#176

Actually I feel that there should be a buffer range around non-player cities that prevents player cities from being established on their no build zone lines. Take the no-build distance around non-player cities and triple it to create a no player city zone. This will give the option to own a home in a protected region where hostile establishment of player cities can't be done right were their pre-existing home is located.




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Boatsheets
Thu Oct 30, 2003 7:39 am
#177

Molarrael,


Just curious...what planet are you planning on moving to (or is it the same planet)? Also, have you thought of a name for your city yet? I was an Imp (only 600 faction points)but just quit to join the Rebs. The Impscharge Wookiees too many faction points! That will teach them to be racist!


I think the big draw for me will be a city near good action...spawn points...a cave...etc. Nobody likes to run 4000 meters from a shuttleport to an area just to get killed and have to run 4000 meters again.


If a city were 1000 meters from a big spawn point and had all the amenities of a larger city then I would definately move my house and start paying taxes. Also, every town needs panhandlers so how about a class for that? How about it Devs? I could be Master Panhandler in no time!








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SmedleyLlama
Thu Oct 30, 2003 7:52 am
#178






Betatoxin wrote:

Need an example of how the system might be used to get rid of those pesky "squatters"?
First raise the tax rate to horrendous levels and then simply "rebate" your cronies. Then combine collusion on elections with the whole city militia grief system and you can pretty much strong arm any single player from homestead.




This can be handled fairly easily. Simply have the taxes go directly to the system. Unless the mayor is going to pay the rebates out of his own pocket, you probably won't have to worry too much.

BenroMomex
Thu Oct 30, 2003 8:00 am
#179

We plan on moving out by wayfar on tatooine in order to provide a shuttleport to a shuttleportless city. I'm sure we're not the first to think of it but just answereing the question
PCgameGuru
Thu Oct 30, 2003 8:29 am
#180

Q, the problem with building a city in a remote area of the map is the fact that it will take a few weeks to get a shuttleport. That means that players will have to run (or use mounts hopefully) thousands of meters out to their new city until it grows to the size that will allow a shuttle. Once it hits that size travel is easy, but I don't know how many large PA's will do that because it will be incredibly annoying early on.


Shuttles should be buildable at the time the city hall is placed, at novice politician. This is the only way to make this less of a pain in the rear end. Remove shuttles from where they are and put them in novice. Perhaps add a starport ability at master to round things out.


Just my two creds...this is so deep in this thread I doubt it gets read but oh well...




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KhorAh
Thu Oct 30, 2003 8:39 am
#181

I am currently scouting dantooine for a place flat enough to start a city. It is planned to be our pa's outpost and possibly it's main town. I like being remote as it cuts down on competition for space and provides a jump point into the wilds of a planet. lack of cloning facilities will be a problem for a bit but that is balanced out by being a place to rest and heal.



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Nita
Thu Oct 30, 2003 8:41 am
#182

There have been a lotof examples on the SWG Discussion board of people being harassed to move because a guild wanted to build their "city" where somebody already had a house or business. Most building has been right on the edge of the no build zone. I personally don't think player cities should be allowed so close to existing cities. The disputes that will inevitably arise between people who want to limit "their" city to their PA and the people who already occupy those tracts should be avoided at all cost.


Please don't allow Player Cities to be placed on the boarder of the no-build zone for existing game cities. They should have to be at least an additional 1000m away from the no-build zone.


I would consider joining a player city if the follow criteria are met:


1) The city is laid out nicely - looks attractive.


2) It has a substational population.


3) The people are friendly and responsive to newcomers.


If a player city springs up around my existing shop, I'll have to play it by ear.





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