Politician Archive
Thread: Huge Griefing Potential!!.. Devs please fix before release!
I just read Plinka's Q & A, and I saw that the Town Hall is going to be a destroyable structure. Typically this is not a problem as most of us will only destroy our houses or harvesters when we have no more use for them there. A Town Hall is very different though...
Picture this: You are in an Imperial PA (I will use an Imperial PA here since there are a lot more Rebels out there) and you want to create a town. Lets say that a group of 25 Imps in this PA raise credits and resources to build the town. They hire a Master Architect (presuming they dont have one) and pay him/her to build the goodies to place in their city.They go through the trouble of scouting locations, uprooting their current homes, move to the new town, plant their Town Hall and settle in their new citizens.
Now, along comes Joe Rebel. He sees the budding new burb, and reports it back to his rebel PA of 100 members. They decide they do not like the idea of yet another Imperial wart on the face of their planet, so they decide to take action. Being a financially well off PA, they decide to buy up 30 small houses. They send 30 guild members there to plop down their huts and declare residence. At the first (or next) vote, they elect their own mayor into office. The mayor takes office and immediately destroys the Town Hall, effectively crushing the town.
The roles here could easily be reversed, but the point I am trying to make is that any large group with a little pull could simply wander into a town that took a ton of time and resources to create, and quickly destroy it. I plan on building a town for my PA. I cringe at the thought that I can work long, hard hours gathering money and resources, then get an Architect to spend their time creating city structures, place those structures, and then have a group of two-bit griefers come and wipe it out.
The Town Hall should not be destroyable. OR, if it is destroyable, There should be a 2 week delay time coded in, so that others will have an opportunity to rally others to vote to keep the structure.
Devs, Please fix this before release of Player Cities! If you do not fix it now you will hear the cries later, but rest assured, people Will be screaming about this one.
woodywan wrote:
I just read Plinka's Q & A, and I saw that the Town Hall is going to be a destroyable structure. Typically this is not a problem as most of us will only destroy our houses or harvesters when we have no more use for them there. A Town Hall is very different though...
Picture this: You are in an Imperial PA (I will use an Imperial PA here since there are a lot more Rebels out there) and you want to create a town. Lets say that a group of 25 Imps in this PA raise credits and resources to build the town. They hire a Master Architect (presuming they dont have one) and pay him/her to build the goodies to place in their city.They go through the trouble of scouting locations, uprooting their current homes, move to the new town, plant their Town Hall and settle in their new citizens.
Now, along comes Joe Rebel. He sees the budding new burb, and reports it back to his rebel PA of 100 members. They decide they do not like the idea of yet another Imperial wart on the face of their planet, so they decide to take action. Being a financially well off PA, they decide to buy up 30 small houses. They send 30 guild members there to plop down their huts and declare residence. At the first (or next) vote, they elect their own mayor into office. The mayor takes office and immediately destroys the Town Hall, effectively crushing the town.
The roles here could easily be reversed, but the point I am trying to make is that any large group with a little pull could simply wander into a town that took a ton of time and resources to create, and quickly destroy it. I plan on building a town for my PA. I cringe at the thought that I can work long, hard hours gathering money and resources, then get an Architect to spend their time creating city structures, place those structures, and then have a group of two-bit griefers come and wipe it out.
The Town Hall should not be destroyable. OR, if it is destroyable, There should be a 2 week delay time coded in, so that others will have an opportunity to rally others to vote to keep the structure.
Devs, Please fix this before release of Player Cities! If you do not fix it now you will hear the cries later, but rest assured, people Will be screaming about this one.
Until the city founders have the ability to exclude people from citizenship (and thus the right to vote) there will always be a huge potential for (and in fact there will be) griefing like this....
The person who places the city hall should have the ability to limit citizenship...
Well, Plinka, you have a point, but a bunch of teenagers (and I KNOW they are teenagers, because one is my cousin-in-law) have made it clear they wish to run my city off the map, using that griefing method, and are gathering a bunch of people, just random people with nothing to do, and working on handing out houses to them all to take over the city. Now, luckily for us, we're a hell of a lot more organized, and have wisely filled all buildable space within 150m of the proposed City Hall with structures so they won't be able to come in and vote. But really, this is nuts. We're not building a city right now, we're justfilling space as much as possible to prevent people from moving in. And there is no percentage in having a city after this in terms of housing until your city radius becomes quite robust. I posted about this before.
Now, I am not complaining, per se, but I AM explaining the realities out there and talking about what needs to be done to counteract them.
Harvesters are cheap right now on Ahazi, and I have suggested to some of the Mayors I speak with to buy up Wind Harvesters for their nice large footprint, and fill their buildable space for the first week, so they can get Civic I and start building a city from there.
RbT
Just the fact that another Rebel PA could come into the town that I spent my time, credits, and resources on, and do the exact same thing as the example I made up makes this a griefing tactic.
If you want to make Player Cities a part of the GCW, make them Attackable.
Destroying a rebel alligned city during a civil war is understandable. Allowing other players to subvert their way into office to take away everything that your valuable in-game time has produced is just wrong.
CmdrAsz wrote:
I agree with woody on this. Plinka's proposed ideas will give greifers way too much power. If this goes down, and people loose there hard earned time, cash resoruces etc, you'll end up with alot and I mean alot of angry players !
Please don't put words in other people's mouths. I proposed no ideas. I simply pointed out a different perspective.
Death Star City, circa some tens of thousands of years from now:
"Hey, did you hear about the new candidate in town? Him and his 50,000 rebel friends decided to settle on the westren hemisphere of the Death Star."
"Well dang, TK-342. We only got 39,000 stationed here. Can't we just kick their asses out of our city?"
"Nope, ever since the Death Star was made an offical City, we had to move all of our offical Imperial barracks out. We can't fight them, and since we like to run a purely democratic government here, if they vote him in, we're going to have to adhere to that and live with whatever they do."
"Even if they decide to chucka torpedodown the ventilation shaft of the City Hall then bugger off?"
" 'fraid so GK-456. But we can just build an other Death Star city and hope it doesn't happen again."
"Well, it IS the GCW. So I guess I have no right to complain about it. Even if it is a major griefing pain in the ass."
"That's right. Now how about we get our AT-STs and go kill some Krayts. Would that make you feel better?"