Politician Archive
Thread: Difference in tangible benefits?
Someone else asked this question in one of the threads, but I've been unable to find it.
Simply, is there any reason to become part of a player city (and subject to its taxation) as opposed to simply staying there as a non-resident (other than not voting)? Do non-residents get the specialization bonus if applicable?
Thodius
Just looking at the surface, I don't see much incentive to setup a house inside the perimeter of a city and become one of its residents for the sole oppurtunity to add to its tax structure.
Now if my before tax housing costs were cheaper for being a resident, that would be an adequate incentive. But as of right now I simply don't see it.
Thodius
The only benefits I've seen to being an actual citizen are the ability to run for Mayor (to earn Politician XP) and to be a member of the militia (to kill innocents).
Thodious wrote:
Someone else asked this question in one of the threads, but I've been unable to find it.
Simply, is there any reason to become part of a player city (and subject to its taxation) as opposed to simply staying there as a non-resident (other than not voting)? Do non-residents get the specialization bonus if applicable?
Thodius
No, there are no tangible benefits. Just the benefit of being a citizen for that sake alone.
PSchirf wrote:
Then this should be changed. All of the benefits should apply to citizens and citizens alone.
I disagree, it is a good way to get people to come visit your town... It should either stay open, or the mayor should be able to toggle it.
Even if it is open, you can always /ban people you don't want using that specialization...
As it stands, it makes more sense for a player to move 460 meters from a town hall than it does for a player to move 200 meters from a town hall. Let shuttle ports, cloning facilities, etc, be what makes peopleVISIT town. Let real bonuses to crafting or mission payouts be what makes people want to LIVE in the town. Having the ability to togglethese bonuseswill simply create a set of towns with free benefits, whichdoes nothing to provide tangible benefits to players who move toany town; public benefits or otherwise.
That attitude is prevalent and city's like ours will face lampreys that benefit from our public works and don't pay any taxes. Maybe we should arrange to build between two other cities and cut back on this!
Anyway SOE loves to nerf and balance...or whatever the official term is for adjusting a series of numbers. I read that on the TC there seems to have been a decrease in experimentation points? So if you don't live in a city with a crafting bonus you will producer lower quality goods.
In any case my guild is made up of people that just want to love in a city! It's the thing that makes us happy. So as we enjoy our experience we will try and share factual information with you. For now we can only speculate on the bonus and benefits of a city.