Development Cycle Archive

Thread: Design Topic: Player City locations

Monthar69
Wed Oct 29, 2003 2:14 pm
#14

The PA I'm in has already mad plans with several other PAs to work together in forming a city that's a good 5-6k from the nearest shuttleport. I do plan to move my house to that location eventually.



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Theedage
Wed Oct 29, 2003 2:14 pm
#15

My guild has had our "base" set up for about 2.5 months now 3km from Theed. We're a factioned (IMP) guild with 3-4 HQs as the center of our circular pattern of houses. The one thing I'm looking for is town Militia. Can't stand imperial spies and/or covert rebels finding out our vulnerability times and we just stand there and watch.





- ALLOW HQs TO BE PART OF CITIES!!!!!!!!!!!


- Many guilds have done what we have done ( ie base their guild and eventual player city AROUND faction player HQs...... to not allow them in cities is...... DUMB.



*
Dizko Roota - Master Commando - Bria - Retired as of 04-07-04

Captain in the Imperial Navy

Bria's Official Jedi Wedding Assassin
Tstorm
Wed Oct 29, 2003 2:14 pm
#16

Player city shuttleports in remote locations feel like a chicken & egg problem to me. You need a certain size city in order to place a shuttleport, but people aren't going to want to move out to the boonies in general on the expectation that one day they'll be big enough to put one down.

I can see certain PAs being able to motivate their members to move somewhere big and open in order to build a mega city, but there are caveats similar to mine I think...

I personally am a bit wary of player cities. As a Master Architect, I am very interested, of course. I am a shopowner, however, and the waypoint to my shop is known via word of mouth along with time in the same spot. It isn't easy for me to pick up and move since it would dramatically disrupt my business for weeks, if not permanently.

In addition, I am a bit worried about Player City control and taxes. It's easy (or at least easier) for non-Merchants to just pick up their house and move if they don't like the Player City their house gets sucked into, but for Merchants it is a business breaker.

A couple ideas that may help ease the problems I've noted are:

- Make it so that when you redeed a house, it keeps all items in the house as well as vendors intact when the deed is placed again. Perhaps make it a condition that this is only if the deed is being placed by the same person that redeeded/owned it previously to reduce the potential of exploits.

- Add some sort of moving notice ability to Novice Merchant. I'm not sure of the technical issues with these, so here are a few off the top of my head:
1) If all waypoints are stored server side, have the server automatically email the player with a "Playername has moved!" notice with the new waypoint. Heck, add a nice sized money sink to this service as well.
2) Make it so the "old" location maintains some sort of "has moved" market. Maybe the ability to hire a NPC to sit at the old location for up to 30 days to give the new waypoint to players (charge high maintenance on the NPC as well).
3) Put "has moved" notices on the Planetary Map for a certain amount of time.

- Add an in game tool to browse/search Player City listings. Let me see the mayor, faction makeup of the city, size, tax rate, facilities, etc. I'd feel more comfortable moving to a Player City where I know something about the city beforehand aside from maybe one or two friends I might know there.
Daidoji
Wed Oct 29, 2003 2:15 pm
#17






Thragvii wrote:

Hehe, good luck colonizing Tattoine. Its nearly impossible to find a place level enough to plant a personal harvester. Most flat areas are covered with harvesters, etc so unless some way of flattening land (bulldozers maybe) are implemented to allow people to build you will see everyone migrating to Naboo, Rori, and maybe Talus/Corellia. Tattoine will always be a wilderness planet.


As for me, I plan to look for another player city close to waypoints I want to reach (like Theme Parks, dungeons, etc) as I would like to base somewhere that I can get where I want to go without a 20 minute run but also have shuttleport services to get to bigger cities. I assume you will have shuttleports but not star ports available in player cities so that people will at least still need to travel to the basic cities for off planet travel.


Gydeon, Master CH






Yeah funny thing the pod race track is full of harvesters since it's flat...(more on that in a bit)


Same problem with placement goes for north of doaba on corellia. When I started I wanted to build a house in the mountains, but I had to settle for a serene pond in the valley.


There's several Oasis on tatooine though, and the one south of mos eisley already has houses there on my server.But the remote oasis could be a goodidea to basea city around. One in particular has aflatvalley leading up to it witha plateau surrounding it.That one just screams "BUILD HERE!". It's one of the furthest oasis from any town also.


Back to the pod track:


Once vehicles get in I can't imagine a more lively place. I've even said to my friends we should have mount racing there. If vehicles eventually leads to actual podvehicles that can be experimented on to improve the top speed/turning/acceleration...well sign me up.


I'd also hope this would lead to a new planet in the EUor made up that had several pod tracks (maybe some that are a bit more professional looking with waypoint lights. (space expansion?)




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Atuma
Wed Oct 29, 2003 2:16 pm
#18

i don't know if i would move to a PC. Starports are too useful to me, to move away from them.



---------------------------------------
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JediBeavis
Wed Oct 29, 2003 2:17 pm
#19

We're going to move to an out of the way place. We love where we're at now, but we're surrounded by harvesters. That's been a major problem with people placing mineral harvesters at our front doors.

We want to start fresh where there are no harvesters at all.



Arwes
Master Fencer/Master BE
fatgit
Wed Oct 29, 2003 2:17 pm
#20

One of the issues with the current City system on TC, is that it appears that it will take a number of weeks before a player city can get a shuttle port.

Due to this fact, amny cities will just start as close as possible to other towns.

I have a nice new place scouted out for the PA Im in to create our city, however, it isn't really practical to use it for several weeks, so will more than likely be started as a "Ghost Town" for the first couple of weeks, with the "citizens" returning once a week to top up maintenance & vote, unntil I have the politician skills, and the city is large enough, to get a shuttle port.

I believe the shuttleport is _the_ main feature most people want in their city, but will not be attainable for some time. So until then, many cities will be ghost towns for a while.
darthfodder
Wed Oct 29, 2003 2:18 pm
#21

I dont belong to a guild but am looking into joining a player city that is a long ways out. I live on tat and if you scout around there are two places that I can think of off the top of my head that would host cities there is a lot of level land and no rocks. One location is NW corner of the map kind of, and the other is SE corner sort of part of the map. I personaly hate being so close to the cities but I dont want to take a half hour to get home. I was wondering if there will be spawns out that far? As is now if you get about 2k of most cities there are not many if any spawns.
Ill_Omen
Wed Oct 29, 2003 2:20 pm
#22

I have my house/shop just outside of a major city. I may wish to have a home near a player city colonized by my friends, should the occur. However, I have no plans to move until many of the upcoming bugs/griefs/exploits have been removed from player cities. Maybe they've already been thought out. but I'm wary of giving 'majority-rule' the absolute ability to raise obscene taxes, pester people with militia, etc. Maybe this won't be an issue, but I'm going to wait and see.
Tigra
Wed Oct 29, 2003 2:22 pm
#23

An idea for the whole shuttle port fiasco (lets face it, EVERYONE wants a shuttle port for their city) Read it all, before you jump to conclusions... Make shuttleports one of the first buildings. This will not only encourage growth in remote locations, but lessen the "deathexpress" exploit back to whereever a player was last cloned to save the run. To counter the overwhelming number of shuttleports...


first, make the maintenance fee on a shuttle portVERY HIGH, and as the city improves in levels this maintenance fee can decrease to more reasonable levels.


Second, make trips on those shuttles ALOT more expensive for smaller more remote cities than the larger ones.


Third, to combat the "too many" shuttleports, I propose dividingsaid planetinto quadrants or sections, when purchasing the ticket a player chooses the quadrant and then the shuttleports will be listed. There can also be a cap on the maximum amount of shuttleports for each quadrant.


You can also take a more economic look at shuttleports. Too many in an area should drive the price of a flight wayyyyy-down, but cause maintenance to go wayyyy up... as a result of too much competition. It would then no longer make sense for many towns to keep the shuttle ports (especially if they're very small), nor could many probably afford it without charging too much in taxes. So there are a few more ideas... I can go into more detail on it, but then i'd just be blabbing on...


WHATCHA THINK?



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"slimy? mudhole? my home this is!" (SW EII-Yoda)

mmaughme
Wed Oct 29, 2003 2:22 pm
#24

Moving a house is a pain in the rear. We need a means of reclaiming a deed while maintaining the house's contents and placement within the structure. Our guild tailor, for example, is using every one of her item placements in her large house as she has every possible piece of clothing on display. Do you have any idea how much of a hassle picking up every single one of these would be, to the limits of your inventory? You'd first have to place the new house, then run back and forth carrying items, just like moving in real life. Packaging up the entire house with contents intact, would seriously simplify moving.




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Slythetove
Wed Oct 29, 2003 2:23 pm
#25

I like my house / shop right where it is. Near the busiest city on Tatooine, Bestine.


Until there is another "busiest" city on Tatooine there is no reason to move my shop.


My only fear is being forced out by a big PA.




--Sly


Slythetove - Starsider
Master Droid Engineer | Master Chef
Droids N Things - Southwest of Bestine at -1883, -4468
(moved 100m because of player cities)

arbee10
Wed Oct 29, 2003 2:24 pm
#26

I had already planned out and started building a player city in anticipation of cities coming out a few weeks ago. We are currently located on an advanced planet, 6k from the nearest starport. We chose to location because of its remoteness, and plenty of available land to build. We currently have probably close to 50 houses, and 3 faction bases. There are however a few things that have really upset me about upcoming cities:


1) No faction bases allowed within city limits- We built our city around these installations, and because of the fact we cannot redeed them, we are basically going to have to move EVERYTHING. I think in situations like these when you do not give warnings of things like that, you need to make it correctable, meaning if we built around factions Hqs that we cannot use you need to make an exception to let us redeed the buildings. They cost ALOT of time, and now we are kind of screwed because of info we never had.


2) City limits- I think the fact that we have to start as an oupost with such a small radius it ends up punishing those who were already organized. I agree it wont affect most people, but we probably wont be able to include over half of our residents in the city for a few weeks, so even though we already had it organized someone is gonna get left out for awhile.



I think cities will be great and help congestion around major cities once we can get shuttleports, but when big changes happen without any kind of notice there needs to be a way to help out those like with the faction base situation instead of just saying "Oh well, nothing we can do..".

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