Game Guides Archive

Thread: Law and Order

groovysplat101
Sat Oct 30, 2004 6:55 am
#1

This is gonna be a thread with a few of my posts in, regarding legal systems, policing, player "cities", and so on. I dunno what will be there by the end...I'm just gonna bung ideas in.


Let me know what you think!



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
groovysplat101
Sat Oct 30, 2004 7:00 am
#2


At the minute, we have a bunch of problems with ganking, 1337ists, and things being generally crowded and un-Star Warsy. There are a few wats to counter it...what I'd suggest would be the introduction of an in-gamelegal system, in which the "bad" things people do are written in as crimes. This may sound complicated...I'll start with a simple-ish one.


Zoning:


1. No parking zones - areas of a city (NPC or Player) in which avehicle/mount cannot be generated, and in which any vacantvehicle/mount risks being impounded. When a vehicle/mount is impounded, the owner must go to the local Police facility, in order to retrieve it.


2.No dueling zones - or perhaps "dueling zones". Within certain areas of a (NPC or Player) city, dueling (PvP) man NOT be initiated. This would allow players to move around in shopping precincts and so forth without risk of attack, because there is a significant enough presence in the area to make attacking someone stupid. If combat OF ANY SORT (PvP or PvE) takes place in that area, local law enforcement will arive. Depending on the location, this could take the form of the local police force (RSF, CorSec, or the "Mos Eisley Police Force"). They would arrive in significant numbers, to (theoretically) subdue the target. A particularly strong character might be able to resist arrest...in this case, they would end up with a crime being marked on their criminal record.


3. No weapon zones- areas in which moving around with an equipped weapon will attract attention. Perhaps this could be a reason to introduce the holster (more on that later). If you had an equipped weapon, and were in this area, security forces would come to apprehend you.


4. Patrol zones - areas in which NPC security forces regularly patrol, and inspect passers by...searches for contraband, inspecting for weapons, and checking criminal records.


These zones, in a player city, would be set by the mayor. The mayor would "paint" areas of the city into these three zones. This would be done from the city managementterminal, in a "zoning" section. Only areas within the city radius could be zoned. NPC zoning would be set by the devs. When you enter a specific area, a message would appear on your screen. eg:


YOU HAVE ENTERED AN AREA IN WHICH WEAPONS ARE PROHIBITED.

YOU HAVE ENTERED AN AREA IN WHICH DUELING IS PROHIBITED.

YOU HAVE ENTERED AN AREA IN WHICH PARKING IS PROHIBITED.

YOU HAVE ENTERED AN AREA IN WHICH POLICE ATTENTION IS HIGH.


Some areas or civic structures (cantinas, city halls, guild halls) may also prohibit the presence of Pets, Droids, and so forth.


If you perform a prohibited action in one of these zones, you will be fined. The fine will be issued by email, and you will have to visit a police facility to pay it off.




Next section...


Police Facilities


In a player city, it would be possible to construct a "Police Station". When a player is placed in charge of the local militia, they (and the mayor) are able to control things from this police station. This police station would come complete with a holding cell, a "fines" desk, and an "items" desk.


In an NPC city, a larger "Police Headquarters" would be present. This would be much the same, but with more holding cells, and a larger interior.


When an item (eg. sliced weapon) is seized by the police, you would have to go to the Items Desk, in order to retrieve it. You would also have to pay a small fee. Impounded vehicles would also be dealt with here.


Whenever a fine is issued by local Police forces, you have to go to the Fines Desk, in order to pay it off, within the time limit included with the fine.


If you are apprehended (ie. incapacitated) by local security, for a crime, or for a particularly bad criminal record, you end up in a holding cell, for a "time out". The severity of your crimes would alter how long you stay. It would begin as a 30-second time-out, and increase in 30-second steps. Once you have "served your time", your criminal record will be cleared of such events (see Criminal Record section for more info).


Police Stations, in player cities, also come with an NPC police force. The police force (militia) would come in three levels:

- Police Commander

- Police Officer

- Police Constable

Or something along those lines. The Police Commander would be the one in charge. Police Officers would be any players in the militia. Police Constables would be NPCs.


Police Constables would patrol all "Patrol Zones", and would respond to any crimes comitted in the local area. The larger the city, the more NPCs would be present. They would be members of whatever the local security forces were. For Corellia/Talus, they would be CorSec. For Naboo/Rori, they would be RSF. For Tatooine, they would be MEPD's (Mos Eisley Police Department). Lok, Dantooine, Yavin and Daothmir would have no set police force. In this case, Police Constables would be randomly generated, and would only serve that city.


When a city choosesa faction, these Constables would become Faction NPCs...Stormtroopers, basically.





Now, the complicated part.


Criminal Record


In your bio, you would gain a new "tab", called a "Criminal Record". This would contain two sections. The first would be "Outstanding Crimes", and the second would be "Past Crimes".


When you are fined or charged, it will remain there, until you have payed the fine, or spent time in a holding cell.


Crimes:

- Parking in a No-Parking Zone = Fine

- Armed in a No-Weapon Zone = Fine

-Duelling in a No-Duelling Zone = Fine

- Disturbing the Peace (/shoutingin a Patrol Zone) = Fine

- Resisting Arrest = Time Out

- Assaulting an Officer of CorSec/RSF/MEPD = Time Out

- Assaulting an Officer of the Empire = Time Out (longer)

- Murder (performing DB in a Patrol Zone) = Time Out (loooooong)

- Terrorism (being arrested while an Overt Rebel) = Time Out (looooooooooooooong)


When you have payed a fine, it disappears. Other crimes however, would be remembered in the "Past Crimes" section. If you had a repeat offence, the punishment would be more severe.


If you are scanned by a local NPC (ie. CorSec, RSF, MEPD, etc), and have outstanding crimes against a city (Player or NPC) within their jurisdiction, you will be arrested, and taken to the nearest police facility.


If you are scanned by a faction NPC, and have outstanding crimes against that faction, you will be arrested, and taken to a faction police facility.


If a player, and member of a Player City police department, scans you (ie. Examine, "Criminal Record"), and there are crimes present for their jurisdiction, they may click an Arrest button. When Arrested, you must go with them to the nearest Police NPC. If you get more than a set distance away from them (64m?), you will go down as resisting arrest.


If a player, and member of a faction, scans you, and there are crimes present against their faction, they may arrest you, and take you to the nearest Faction NPC.


Once arrested, you will either be fined for your crimes, or put in a cell for a "time out".


Smugglers, with their Underworld skills, would be able to craft "false papers". When "examined" by a player or NPC, these have a chance of showing a false, clear criminal record. The rating of the record depends on the Slicing skills of the Smuggler. If these papers are successful, nothing will happen. They will hold up until they are seen as being fake. If they are seen as fake, "Posession of False Documents" will appear as a crime on your record. To use these documents, you would need to equip them. If they are unequipped, and present in your inventory when you are scanned, they will be treated as contraband, like spice, or sliced weapons/armour.




Last one...promise.


Holsters


Holsters come as a clothing item, either a Belt, or a Bandolier.


Belt holsters can hold one "Pistol" weapon, or one "One-Handed" (Fencer) weapon.


Bandoliers can hold one "Rifle" weapon, one "Two-Handed" (Swordsman) weapon, one "Carbine" weapon, or one "Polearm" (Pikeman) weapon. I do realise that Stormtrooper armour has a leg holster for a Carbine, but I feel that it is more appropriate here - hip-holsters for carbines would make them awkward to retrieve.


When a weapon is in the holster, it will appear there. This won't be that noticable with Pistols...you'd see the butt in the holster. However, with swords, you'd see it hanging by your leg, and weapons that go in a bandolier would appear "strapped" across your back.


If a weapon is in a holster, and you perform an attack that can only be done on that weapon, you will automatically draw that weapon, and perform that attack. So, if you perform Body Shot, your pistol will automatically be drawn. You would also gain a "Quickdraw Attack (Belt)" and "Quickdraw Attack (Bandolier)" ability, which would draw and attack with the weapon holstered at your Belt or Bandolier. When you already have a weapon equipped, it would function as a normal /attack command.


Some packs may double as a holster, with a special "holster slot" attached...perhaps aMilitary Travel Pack (and (Lightweight MTP) could gain this ability, as soldiers may often place a weapon on their backs.


The /holster command would holster whatever weapon you had equipped into the appropriate holster, IF the holster was empty. If not, nothing would happen. /drawbelt would draw from your belt holster, /drawback would draw from your bandolier holster.


When a weapon is holstered, you are not percieved as "armed", but you can quickly ready yourself for a fight. Having a holstered weapon would bypass the item transfer delay during combat. Re-holstering a weapon however would not.


In addition, a Vibroknuckler may be holstered in a special version of each boot-type. "Quickdraw Attack (Boot)", and /drawboot would equip this weapon. When a VK was in a Boot, it would be entirely concealed. The only way to know it was there would be to look for the number in your inventory, or "open" the boot.


A "holster" would be a Novice Tailor componant item. It could be sewn into a Holstered Belt, a Holstered Bandolier, or as an optional addition to any kind of Boot.




Finally, just as an aside, I would recommend a "Vibroknife" as a NoviceSmuggler alternative to the Vibroknuckler. The Vibroknife would be held blade downwards, and would be able to perform all Unarmed attacks, and could lead on to a Unarmed tree for Smugglers...a body, leg, head, back (knockdown) and "thrown" attack should fill up tiers 1-4 and Master quite nicely.




Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
groovysplat101
Sat Oct 30, 2004 8:03 am
#3

I wrote this in response to a thread on Chilastra. Someone's city had repeatedly hit the "cap" for Player Cities, and was unable to grow. Here's my alternative system.



The Problem


Look at the *real* evolution of any country. Cities grow, swallow up other towns and cities and things. The main problem is that we're talking about Player CITIES. Calling them cities throws up a whole host of potential problems. There is no way that more than a handful of cities on each server qualify for the title of "City". If we start talking in terms of "Settlements", then of course there are going to be loads of them. Think about how many Settlements there are on Earth. Ok, so the map regions in SWG are small, but they're suppost to represent an entire planet. There aren't enough Settlements to get that feel.



Take Corellia. Corellia is supposed to be like a mini Coruscant. Its Coruscant, but with gaps between the cities. While Coruscant may be like New York or London, where various sub-districts have been formed when things were swallowed up, or perhaps Japan, where the cities are almost never ending, Corellia is more like a wider view of a whole country.


I think the main drive for people setting up "Guild Cities" is so that they can a) have an area in which they can charge taxes, b) have an area with their name on it, and c) have a few useful civic amenities like a Shuttleport, Cloning Center, Medical Center, Cantina, etc. Surely, if there was a way of setting up a small settlement with those things in, it would keep the size of a player "City" down. If, rather than taking a specialisation, you could build a structure, like a Research Lab, that would be better. If, instead of having a set city radius, it was determined by where abouts in your city people lived, it would be much better.


When I think of Starports, I think of Train Stations. In the States, this probably isn't as big an issue. But in the UK, the rail network is one of the major forms of public transport. Villages, Towns and Cities can all have Train Stations. They are put where they are needed, rather than where people want to put them. A lot of Stations have closed recently, but there are still a heck of a lot of them around...and thats just in England. I don't know how big the planetary maps are, and I can't be bothered to work that out. However, if you were to take an area that size of a country like England, I can guarentee I would be able to find more Train Stations than there are starports.




My System


First and foremost, allow people to Declare Residence in an NPC city. What you need to do is visit the head of Civic Planning, converse with him/her/it, and get zoning rights to place one structure. You may only get zoning rights once per day, and you may only place a house, merchant tent, or shop (see below). Why bother doing this? Well, take a look at the amount of settlements close to Mos Eisley, for example. People set up those cities to be close the the Starport. Those cities aren't needed really, and are taking up space. If players had the ability to actually live in Mos Eisley, or in Bestine, or wherever, they could use the local medical, cloning and shuttleport facilities. To enforce this, the "you can't have a city this close to an NPC city" radius should be made bigger. I know there are already established settlements close to cities. Unfortunately, not much can be done about them. However, people may be compelled to move closer to the Starports, especially now JTL has hit our screens. I know I'd like to have a house close to a Starport...even if it was just a place to store all of the items I've salvaged from space.



With Player Settlements, what I think should happen is, rather than buying a City Hall, a politician buys a "monument". This monument would be like the center piece of the city, in a market place, or inside a guild hall, or whatever. It acts as the center of the city. Incorporated into its design is the "city" management terminal.


Next step, someone constructs a building within the "city" limits (20m?). Lets say this was a house. As it is within city limits, it may become part of the Settlement. To do this, the structure must be declared as part of the city, via its structural management terminal.


Someone else comes along. They build their house next door to the first house. However, House 1 was located right on the edge of the city radius. Provided that part of House 2 is within 10 meters (for a small house) of House 1, it may also declare residence within the city.


A third person comes along. If they were to place their House 3 beside House 2, within 10 meters, it could be declared as part of the city. A player could only declare ONE Residential structure (Small/Medium/Large) house within a specific city. This is NOT the same as declaring residence. In this case, you are merely registering yourself to pay council taxes to that city,not necessarily to live there (you may well live somewhere else).


As more people come to live in the city, and settle down, its radius begins to grow. It doesn't matter what status the city is...as more people move to that city, the city gets bigger. City Status would be something a little different, which I will come on to later.


Houses and buildings would havea different "radius" surrounding them, in which a building could be placed, and be part of the same city.I reckon this should bebased on 5m/lot. Since Guild Halls have now dropped in lot size, this means that a GH has an "influence" of 35m, which isn't obsenely over the top, IMO. As a guild, or someone who can afford a big house comes to live in your settlement, its "cultural influence" would expand. Civic structures, like Cantinas, Hospitals, Cloning Centers, Shuttleports and so forth would all have influence radii as well. This would be based on how "important" they are. A Cloning Center for example, would gain you more prestige than a Tavern, perhaps.


Additional civic structures should be added, such as a Tavern, and a Police Station. Gardens, Fountains and other decorations would all add size to your settlement. The idea is featured in Civilisation III. As you get better things, and more citizens for your city, its "cultural influence" expands.




Structures


There are, in my opinion, several types of building that belong in a city:


Residential
Small House

Medium House

Large House


Business

Merchant Tent

Shop (a small house, but set up to look like a shop, with a back room, basement, counter, etc)

Guild Hall


Industrial

Factories

Resource Harvester

Warehouse (A small house-sized structure, accessed via a terminal, in which items can be stored)


Civic

Bank

Tavern

Vehicle Garage

Police Station

Cantina

Gardens & Fountains

Theatre

Hospital

Cloning Center

Shuttleport


Residential, Business and Industrial structures are all player-owned. There would be options, from the Settlement management terminal, fora Mayor to create Residential, Business and Industrial districts, in which only those structures could be placed.


Civic Structures could only be placed by appointedMinisters of the city - individuals appointed by the Mayor into roles such as Minister of Commerce (business/industry), Minister of Development (housing/civic), Minister of Security (police), Minister of Medicine (tavern/hospital/cloning), Minister of Entertainment (tavern/cantina/theatre).




Costs and Taxation


Settlements would be able to set several types of tax:


StructureTax

A tax for having a building within city limits. Cost is based on how many lots are used up with that building.


ResidentialTax

A tax for having Declared Residence within a Residential Zone.


Business Tax

A tax for having a shop/merchant tent constructed within aBusiness Zone.


Transport Tax

A tax on using the Shuttleport.


These would be the four main taxes issued by the city. They would be set by the hour (or use, in the Transport Tax case). All taxes would go into a special Bank Account, created for the settlement, and accessed via the SMT. This account is where maintainance costs would be taken from. It is also the account into which all paid fines would go.




City Levels and Specialisations


This works, quite simply, on a points system.


For every Residential Building in your city, you get 1 Residential Point (RP) per lot.


For every Business Building in your city, you get 1 Business Point (BP) per lot.


For every Industrial Building in your city, you get1 Industrial Point (IP) per lot.


For every Civic Building in your city, you get 1 Civic Point (CP) per lot.


For every "lot" of Residential Zone in your city, you get 1 RP.


For every "lot" of Business Zone in your city, you get 1 BP.


For every "lot" of Industrial Zone in your city, you get 1 IP.


For every Declared Residence in your city, you get 1 RP per lot.


You can spend these points very much like you would spend Experience Points elsewhere. The way in which City Levels and Specialisations are calculated would have to be worked out differently. Every development would be cumulative, rather than in set stages.


Residential Rating. From 1-5. As you moved up the residential levels, there would be a discount in maintainance in your city, as you would be trying to improve things for your citizens. You would get better NPC repairmen, there'd be less polution, etc. You would be able to expend Residential points in order to increase this.


Business Rating. From 1-5. As you move up the ratings, players with vendors in your city gain more XP from each sale, and have to pay a little less for hiring those vendors. Think of it as having a good "workers union" locally, with good benefits for local staff. Mission terminals would also give better payouts in these areas.


Industrial Rating. From 1-5. As you move up, Crafting and Experimentation becomes more reliable within your city. Harvesters also become more efficient.


Civic Rating. From 1-5. This is the "name" of your city, and is connected with publicity and so on. These aren't "Cities"...they're just settlements. Outpost, Colony, Settlement, Village, and Township and should be the maximum ones. The planetary governments pay out money to Cities, into their Account. This is to help them support themselves, pay maintainance, and so on. The better your rating, the more money you get payed.


Special Specialisations. In addition to the four ratings, there are other specialisations you can "buy" for your city. These would be like cross-rating specialisations. If a rating helped out industry AND business, it would require both IP and BP. Some specialisations, based on RP and CP, might increase the number of Police NPCs given to your city. These titles would "stack"...they'd be like little awards your city had earned. They'd be displayed on your City Monument (they'd be listed, if you examined it), and would just make your city better.



Points would be issued monthly, or something like that, and would be judged in the week before that month. It would take the lowest level during that week, and calculate points from that. Costs would have to be worked out so that cities aren't getting top level improvements every week.




Since everyone wants to have a Shuttleport in their City (which I have to admit, you can't really blame them for...it is fairly convinient), my system allows them to have that, but *should* cut down on the over-abundance of cities on the planet. Eventually, cities might expand so that one flows into the other, like the districts/areas in New York and London. When that happened, little Settlements would turn into more realistic, big, chunky cities...but we would have far less of those than the "Metropolis"-sized things we have now.


A"District" rating would issued be for when two cities join together. "City" would effectively be "size 6" in the Civic Ratings, and would be formed when a Township and a smaller settlement joined together. When two houses, which are part of the two different settlements, come within each other's influence range (ie. their borders are touching), the Mayor of the Township may invite the Mayor of the smaller settlement to join with him. The Township would become aCity, and the smaller one would become a District of that city. For example, the Mayor of the Township of "New York" might contact the Mayor of the nearby Settlement of "Brooklyn", and invite his settlement to join with New York. If the Mayor of Brooklyn agreed, Brooklyn would become "Brooklyn, District of New York", and New York would become "The City of New York". The District would run itself, as before, expanding in other directions. New York City would run itself, expanding in other directions. However, the Mayor of New York would gain new abilities. Because he has a District under him, he gets extra money based on the size of that district, and extra Civic points. With enough Civic points (and enough Districts), a Player City would be able to build itself a Starport. However, we're talking about a pretty expansive Player City needed to do this.


NB. The Mayor of New York would have to be a Master Politician in order to do this.


For this to work, the cap would have to be removed off player cities...but setting up a city, and where you could set up a city would have to be more strictly calculated. I think it would be fun to introduce a more active political role for the Politicians, and to start getting a climate established in which all kinds of government-type things could happen.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
groovysplat101
Sat Oct 30, 2004 8:16 am
#4

Planetary Governments


If we've got towns, cities, districts and all sorts going on, why not set up a Planetary Government-type thing in the Capitol of each planet? Certainly on Naboo, Corellia and Tatooine. The factions and beliefs of the Mayors of the planet could be allowed to sway things such as Imperial presence, local security, policing, etc, etc.


The Bestine elections are done specifically for Bestine City. What if, maybe, in all the NPC cities (once people are living in and around them), a player could be elected to represent them in the Planetary Government? Their powers wouldn't be overly massive, but they'd be able to organise some small things.


If funds were raised by the presence of different cities on the planet, the Government could be the ones who decided where it was to be placed. It'd just be a discussion, followed by a vote. Each Governor would pick the "best" option in their view. The money raised would be distributed proportionately, based on who voted. If it went into the Police Force, more NPCs would be seen wandering around player cities, and more fighters would be airborne, protecting people. If it went into Commerce, they might get better returns next time round. If it went into Industry, the whole planet might experience better returns on crafting. On the flip side, if not enough were put into the Police Force, attacks like the Tuskens in Bestine would happen. Criminals would increase in numbers. Piracy might get worse.


In some situations, such as Rori and Talus, the mayors/governors of those planets would be grouped with the main local one...Naboo and Corellia respectively. This is because things like local security are judged on a local basis. Yavin, Dantooine, Daothmir and Lok are all fairly "lawless" worlds. Most of the NPC cities there are either research facilities, or faction-orientated. There isn't really any way those planets could be governed. However, the three "civilised" planets in the game would be far easier to deal with.



In addition to city governors, perhaps a representative for each major faction on the planet could be voted for and dispatched. There'd be an Imperial representative, an "Opposition" (Rebel) representative, perhaps a representative of Jabba, or something like that. People leading guilds would also be eledgable to attend and vote, as they often have the interests of parties not part of other cities in mind.



I think it could be fun.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
deanacheson
Sat Oct 30, 2004 8:32 am
#5

Great Ideas guys!



R.I.P. Lunaa - 1/5/07
groovysplat101
Sun Oct 31, 2004 7:19 am
#6

Guy.


I may be amazing, but there's only one of me...



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
groovysplat101
Sun Oct 31, 2004 10:28 pm
#7

/bump, because it says "Viewed 99 times" for post two, and I want it to get into triple figures.



Groovysplat101 - The Original GroovyTrooper
"How many times have I told you? Don't get caught by the bad guys."
"Since when has 'Plan A' ever worked?"
Furon
Sun Oct 31, 2004 10:37 pm
#8

Wow, you sure think a lot. I don't have time to read it all, but I read a bit of it. Great work... I think...



Furon™ Depeid
Taking noobs to school since 2004
LET ME SEE YOUR MICRO


I am the Mighty Rearranger
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