Politician Archive
Thread: Politicians and Player Cities: Ideas for involvement in factions
1) "Background Check" (somewhere in the Faction tree) Maybe as a city specialization called "Intelligence Network"?
- Militia run a 'Background Check' on a person to discern their faction??
- Player gets informed that a 'background check' is being run on them and their faction will be exposed in 2-3 minutes unless they leave town.
- Smugglers get avoidance check?
- Not necessarily turned overt but maybe TEF'd?
2) Faction Recruiter? Place an Imperial Draft Office or Rebel Informant in the back of the Cantina?
3) Stronghold Specializationgive bonus to overt members of a specific faction? (so you don't have to put everyone in militia)
Bajeezus wrote:
I'd like to present Thunderheart with a nice fresh list of ideas for ways for Politicians and Player cities to be involved in the factional GCW when he gets back from vacation next week. On top of hammering the poor guy for a response to our top-five issues, our top-ten questions, and need for the return of theMaster Politician abilities, I'd like to throw this at him and see how far he can carry it for us. I'm thinking of it as an all-out blitz to get awareness of Politician issues raised in priority.
I know some way of declaring a city to a faction has always been a popular issue on this forum, just barely missing inclusion in our top-five, and I'd like to give everyone the chance to explain, propose and describe exactly what the effects, features and benefits of a factionally declared city would be. What about covert or overt factioned politicians and mayors, what abilities should they have to affect the GCW and their factions?
This is a nice effort, Bajeezus. However, I am concerned that bringing to TH more 'stuff' from us will add to his already high pile of 'stuff' to plow through and put this way low on his list of priorities.
If TH has not responded to our carefully submitted and well thought out top-five issues, our top-ten questions, and Master Politician abilities, what makes you think he would give us the time of day with anything faction related? TH is only the bearer of our statements to the devs.
It's the Devs who need to be prodded into a response, not TH.
That being said...
- What about decreasing chances of a crackdown? Imp cities would be able to convince their superiors that their citizens are law abiding whereas the Rebs I guess were able to bribe or fast-talk an officer.
- Of course, of it works one way, why not another? Increase the chances of a crackdown in a neighboring declared player city.
- Missions from faction terminals located in a city could give player cities as potential targets assuming of course there is a large group. In the target city a temporary structure would appear that would be the target of the attacking force, if they are able to defend it for x hours then the defenders get fps. More or less capture the flag.
None of these would be terribly difficult to code I would imagine. I tried to limit the amount of new items/functions but still introduce new ideas.
Have the crest appear next to a cities name on the map if it is declared (maybe even the gardens
)
Allow for reduced maintenance costs for faction items within a city radius sort of like a reverse property tax. Either have cityhall pay x% to the bases and turrets and such per week (noted as factional cost in the terminal) or just lowering the maintenance rates
If possible decrease the footprints of some factional items in a city to promote minefields, scanners, and bases there.
also, I haven't heard of a documented case of a crackdown ship going into a player city but then I haven't seen a probe droid at all yet. However if the city is a declared imperial one make it immune to crackdown-esque things and if it is a rebel declared city have it attract the ships and such a bit more frequently.
Allow for higher level missions coming off of the faction mission terminal then if it was a neutral town. After all an imperial outpost will attract larger rebel hit teams and vice versa in comparison to a neutral.
And last but not least by any length...banners. Have banners appear at the 2 spire things by the city hall, hanging off the city hall, in the cloner, and by the shuttleport. This wouldn't require much more artwork since the banners already exist and every planet has a planetary flag flapping in the wind somewhere so you would just have to copy it an inch away from the city hall yatta yatta. Perhaps even create a new decoration or better yet garden (keep them out of player homes) that involves a flag on a pole. Either depicting a great battle ala Iwo Jima or just a normal flag, maybe with some firey pits around it too.
My thought on providing the devs with a new list of feature ideas is that it gives us one more chance to show them something that might either spark excitement somewhere in the halls of dev-dom or produce a reaction like "you'll be happy to know, we have such and such coming up in publish 8 or 9," thus shaking loose some information on player cities that we wouldn't have received otherwise, and also to give this community a voice on an issue which I know they feel strongly about, factional involvement for cities.
Full concentratioin on our missing Politician Skills has the real potential to put us into a funk, with a lack of any creativity or hope for improvement beyond that one focal target, which shouldn't shut down all of our discussions and hopes until its resolution.
We can't make every thread on our forum, "where are our Master Politician abilities," without resembling crazy people. ![]()
Let me add my own item to this list. I have always wanted the game to support large cooperative building projects, the building of an entire city is the best example of this, but there is no way in the game for a large number of players to all come and make their individually small contributions to building large projects. I know that you can allocate faction points to other players now, and that makes a great stride forward to communal efforts to build faction features.
I would like to see Overt Faction Politicians able to accept donations of faction points as reduced rates as their "Martial Policy" skill advances. At Master Politician, perhaps donations could be accepted at 100% value so that the citizens of a city could really band together to build faction facilities rather than having to rely on enormous contributions of the most hardcore players.
What say we get all of the existing issues fixed first before running off and looking at some of the content?
Once the top 5 issues have been addressed and released, and the 10 questions have been answered, then we should look at things like this.
Trying to work out what colour to paint the car when the car has no wheels and a busted engine is plain ridiculous. And that is what is being asked here.
Bajeezus wrote:
My thought on providing the devs with a new list of feature ideas is that it gives us one more chance to show them something that might either spark excitement somewhere in the halls of dev-dom
What do you mean by "one more chance"? You make it sound as if we are scrambling to put together a voice that clouts them over the head before they shut the door entirely in our faces. I was under the impression that we are supposed to have an ongoing exchange of information (via our Correspondent) and not given an ultimatium of "one more chance" to being acknowledged or heard.
or produce a reaction like "you'll be happy to know, we have such and such coming up in publish 8 or 9," thus shaking loose some information on player cities that we wouldn't have received otherwise,
Something is wrong with this picture. Why is it we must slam dunk them with more requests just to get a reply from our previous submissions? Why are our previous submissions NOT ALREADY REPLIED TO? It's been weeks and weeks since you first took up the baton of Correspondent with a flurry of activity. Since that time, I've neither seen ANY RESULTS from this activity nor has your organized fashion of presenting information to TH been any more influential than the previous Correspondent's style in garnering attention from the Devs.
and also to give this community a voice on an issue which I know they feel strongly about, factional involvement for cities.
I think you blew it the first go round with not including factional involvement to begin with (since you recognize the fact that we felt strongly about this from the beginning). At least, this would have already been added to the pot and sitting on someone's desk. This community does not need you as catalyst to give us a voice. We have a voice. It's your job to turn the volumne up, not ours.
Full concentratioin on our missing Politician Skills has the real potential to put us into a funk, with a lack of any creativity or hope for improvement beyond that one focal target, which shouldn't shut down all of our discussions and hopes until its resolution.
You are not serious when you make this statement, I hope. WHY WOULD ASKING THE DEVS TO GIVE US OUR MASTER SKILLS LIKE EVERY OTHER PROFESSION ENJOYS put us "in the funk"?
Correct me if I am wrong, but we have not rallied together to ask you to relay to the devs that they devote their "full concentration" on this particular issue. We have asked that the devs respond to a LIST that you meticulously orchestratedweeks ago.
We can't make every thread on our forum, "where are our Master Politician abilities," without resembling crazy people.
What a pompous remark. That's like asking your boss where your paycheck is after payday comes and goes, and you saying we are crazy for that request.
I'm neutral, so this is probably coming from an odd source, but I would imagine most people would like to see:
1. Ability to restrict service by faction, particularly shuttleport and clone center.
2. Ability to have some static defense of the city (NPC guards or turrets or something)
3. Faction recruiters. Sure there are alternatives, but this seems to be the no brainer way to get a city in the GCW that certainly has existing code.
I'm sure someone factioned could suggest more. ![]()
Sydira Katheda, Mayor - Mos Astravia, Tatooine, Naritus