Development Cycle Archive
Thread: Design Topic: Player City locations
- 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.
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.
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?)
We want to start fresh where there are no harvesters at all.
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.
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?
"a good smeegle always helps" (LOTR-Smeegle)
"slimy? mudhole? my home this is!" (SW EII-Yoda)
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.
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..".