Development Cycle Archive
Thread: Design Topic: Player City locations
Will there be a limit to the number of player cities? If a player city springs up next to my harvesters or house what rights will I have? How will I be compensated for loss of resources I was gathering? How will this affect creature spawning? There are currently fambas and such thatspawn amongst peoples' homes and factories. Will this happen in player cities? My cousin has rebel bases spawn next to his house all the time. This is bad for him because he is an Imperial and they shoot at him on site. Can you prevent this from happening inplayer cities? Player cities will rise and fall frequently in the first few months for various reasons. This could create some headaches for you devs and us players.
I would joina city if it were scenic, well designed, well equipped with the basics like med ctr and shuttle,etc. and was near a few good POI's and had good hunting and resource harvesting. Also it would need a frequently staffed cantina and med ctr for rapid healing.
the guild I am in has been planning a city on the eclipse server for some time, we are located quite close to the sarlacc pit, and quite a nice wasy from any existing cities. A shuttle port is our highest priority to get more people out and about that far from the cities. We are a mixed guild so it wont be an imperial or rebel city, hopefully we will get a good set of visitors. as its not too far from jabbas palace and is currently closer to wayfar than bestine or anchorhead is(by a few 100m)
I wouldnt want to open the ticket terminal to find hundreds of different locations around existing cities. a minimum distance from an existing shuttle port would be a good choice, just like you cant build houses close to cities, the same sort of boundary, but a wider one say another 1000 or 2000m for player city buildings of any sort.
The Galatic Illuminati on Intrepid have already planted there HQs out in the middle of Naboo precisely because of player cities. The farther away from the big cities the better!
(Restuss: Worst. City. Ever.
Our PA would like to try having a player run city. We already hate the travel time issue. I put my character on autorun, point her toward Kor Vella and pick up a book, looking up once in a while to see if I've run into a wall yet or if I hear "combat" music. This is certainly not an engaging part of the game.
Cost of maintenance is clearly a concern. If these costs are onerous, we may vote to continue with the status quo. Mounts will make the trip to Kor Vella with its starport, bank, cantina, med center, mission terminals, etc. a little less odious from our present close locale. If player run cities do not offer clear advantages over just locating close to a NPC city, we may decide to take a pass. We are not a huge guild and many are casual players who are don't have credits to throw around.
If we do decide to have a city, I imagine we will have it in our present close to town location until our mayor has enough xp to place a shuttle port. Then we will move to remote location.
I think there should be large no-build zones around major attractions, to keep the remote and dangerous feel of these places.
I know my PA guild on the Scylla server is already and has been planning a Player City way out in the "boondocks" on Naboo. We plan to eventually have all the amenities, cloning center, shuttle port, etc.
A little off topic, I dunno, there should be some way to stop Rebels from creating cities next to Imperial Outposts, as well as keeping Imperials from creating cities in Rebel declared areas. This should be done for all places already made by the Devs, but if there was some way to let Players dictate who gets to build in their city that would be great as well... Just a thought... I hope it gets noticed...
Our guild, W.O.O.K., has planed on our location near central Naboo, becoming a Player City from the start. We didn't want to be too close to an NPC City and wanted a large, open, relatively flat area to build in.
p.s.- We are seaking other Guilds, Non-Wookiees and other individuals to settle in and around our City of New Rwook.
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We are ready. We built our city 3k from Bestine near the Sarlacc Pit. We have around 60 delcared residences ready to go for the patch. What concerns us is the rumor our detatchment, field hospital, and 3 forward outposts will not be allowed in the city limits. With the lack of flat land/green space (or ablility to make it) for a city our size, it would be crushing if we had to move just to get a player city and leave our bases unguarded (already weak, 2 elites can whip our the defenses)
I hope we can get some clarifaction on this. So many PAs have built their cities around HQS (that can't be redeeded/moved) It would destory many of the PA dreams across the servers and would make HQS useless in the game as nobody would want them anymore. There is a huge thread regarding this at the test center and no dev has responded.
I hope you can see my point of veiw and the many that have stated this.