Politician Archive
Thread: Publish #N: The Politician Revamp
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PsychoticChipmunk
Wed Jun 23, 2004 7:42 pm
#1
Well we had a pretty good talk in how player cities and the politician profession can be applied to the GCW when its revamp starts but that was a very very small portion of what needs to happen to player cities to get them up to snuff. I know that any large and most likely even very small changes won't happen until after the space expansion is out and probably not until the boxes start to collect dust on the shelves but I figure we should get some ideas and thoughts about what needs to be added to cities and politicians when we finally do get our time in the sun.
The main things that I would like to see either as new skills and structures or just reworking existing ones is as follows:
City Zoning. Be able to create no build zones within the city to stop harvestors and homes from accidentaly cropping up in places you wanted barren. I know that turnign zoning rights on means that noone can build but what if one of our militiamen doesn't happen to realize our layout etc. Being able to grid off a few spots red and possibly have a few areas where only homes, only harvestors, only factories can be placedwould just be a nice safeguard.
Stratifying Militia. Allow different powers and priveledges to be given to militiamen so you can have a town willing and ready to attack anyone with the city TEF (when /warn is eventually added back in) but not necessarily making house placement calls, banning everyone they have a gripe with and actually I'd like to be able toappoint a "Minister of War" that has all the powers available to me given to him. To do this we'd need a new terminal same way that PA halls have it obviously, I justdon't think it would be easy to do using the existing one that we have anyway, and possibly a new building to house it in. The Barracks, Station House, whatever you want to call it (and I have a good idea for its layout but that is neither here nor there)
Seeing Home Ownership. It's a pain not knowing who dropped what house and where when I want to do a few adjustments, or who dropped what harvestor. It would be nice if, being a mayor, I could find out the character that placed a structure within my city in the examine window. It would just make things so much nicer and easier.
A few player city only buildings. On Corellia you walk around and never see a skyscraper or really see any building that looks like it fits. True the devs obviously didn't spend that much time on Corellian architecture it is the same as generic afterall but the same is true for Naboo and Tatooine. Walk around in the NPC cities and there are homes and skyscrapers that would look perfect in a PC yet they don't exist. Fix that. I feel that restricting them to being placed within a city would also be nice, but not required, simply to prevent a random monolith in the wilderness since someone liked the look of the skyscraper and lives in the middle of nowhere.
Add walls, bridges, stairs, doorways, and a few new gardens. Pretty much stuff we've wanted and needed since the inception of PC's but we were never given time to actually get them.
That is all I can think of without putting much energy into it. I'm sure all of you can come up with much better things that need to be added and we can banter back and forth to sharpen each others ideas into something really solid when our time comes.
Atrayo
Wed Jun 23, 2004 9:41 pm
#2
HiPsychotic Chipmunk,
Well to the TEF issue with "/warn" ability which the dev's nerfed as a non-consenual PvP issue. There are 2 solutions i see that can be applied to bring back "City Warn". First, which i stated months ago when they first removed the city warn militia ability. When a militia member uses this new version of "City Warn", the warned gets teleported outside the city borders, and can be locked out of the city for a couple of hours. (although it could be a cheesy tactic if a factional base is in the city)
Version #2 of City Warn is when one gets warned there is a spawn of 2 to 3 city npc militia guards. Who escortor dukes it out with the unwanted visitor. If the pac is a "Stronghold" specialty then the militia npc gaurds can spawn in more numbers and tougher strength.
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There has also been past talk of wanting commoner npc's to circulate in player cities. One neat way to implement this is through a city shuttleport. Where npc city dwellers are loaded & off loaded via incoming and departing shuttles from player cities.
A side note: it would be real nice that the ticket master at starports & shuttleports shouts out the arrival and departure of a shuttle. So players won't be clueless when it's leaving, and burst running to it for nothing.
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Besides what you listed Psychotic of seeing home owners, perhaps through their property sign. To also see harvester/factory owners likewise, especially if it's placed in an eyesore spot in and close proximity to a city border.
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Cities need pavements of streets, causeways, and side walks. Especially to pave over those ditches running right through a town. If not changing the ground turf to be more appealing to various types of sods.
Message Edited by Atrayo on 06-24-2004 12:44 AM
Plzurpilot
Wed Jun 23, 2004 10:58 pm
#3
Here's an idea I have kicked around for reworking the politican skill tree with some new skills and concepts.
Novice Politican: Remain same
Branch 1
Social Programs 1: Small Gardens; mission terminals; statues
Social Programs 2: medium Gardens; trainers; fountians; manage city announcment board
Social Programs 3: Large Gardens; Improved Job Market;
Social Programs 4: Exotic Gardens
Branch 2
Economic Controls 1: Register City; Place bank;
Economic Controls 2: Tax Adjust Vendor (1)
Economic Controls 3: Place Mall; Manufacturing Center
Economic Controls 4: Tax Adjust Proprity (2)
Branch 3
Civil Defence 1: Manage Milita; Declare City (3) Faction Policies +2 (4)
Civil Defence 2: Activate Warrning(5); Cloning center; Faction Policies +3
Civil Defence 3: Faction Terminal; Faction Policies +5; Stronghold
Civil Defence 4: Join SpyNet (6) Faction Policies +5
Branch 4
Political Techniques 1: Appropriate Funds (7); Political Friends +1 (8); Political Enemies +1 (8); Declare Friend (8) Declare Enemy (8)
Political Techniques 2:Taxbreak person(9); Friends/Enimeis +1; Check Proprity Records (10)
Political Techniques3:Petition for city advancement (11); Friends/Enimies +2
Political Techniques 4: Set Trade Route (12) Friends/Enimies +2
Mater Politican: Tax Break guild(13) Petition for city demotion (14); Faction Policies +10; Friends/enimies +3
New Skills and Commands
(1) Tax Adjust Vendor: Thiscommand gives the mayor the ability to exempt or double the tax of a specific vendor for 1 city cycle.
(2) Tax Adjust Proprity: Thiscommand gives the mayor the ability to exempt or double the tax of a specific structure for 1 city cycle.
(3) Declare City: This is an assumedcommand we are going to get in publish 10 to declare a city to a specific faction.
(4) Faction Policies: This skill gives a faction point bounus in combat when grouped with the politican. It also has a negitive effect when the politican's group kills a member of the oppisit faction. Example: Your grouped with a politican with Civil Defence 2 you recive a 5% increase in the number of faction points you recive when you are grouped with him/her also if you defeat a member of the oppisite faction he loosed an additional 5% in FP when he/she is killed.
(5) Activate Warrning: When a politican uses thiscommand he "sounds the public defence siriens" and a system message is displayed to all citizens online and all players in the city. Example: /activatewarrning The Detachment HQ is under attack this causes a system message to appear: Mayor %TT has issued a warrning for your city: The Detachment HQ is under attack
(6) Join SpyNet: This command places a SpyNet oprative in the city. This also increases the visability of the Mayors Enemies and Decreases the visibility of the Mayors Friends (if the visibility system is put into effect with the smuggler revamp)
(7) Appropriate Funds: This skill allows the mayor to transfer funds from a structure or person from the city treasury. This acts like a tip command for the city treasury, the ussual emails apply just like when the mayor removes funds from the treasury.
(8) Political Friends and Enemy system. This new system allows the politican to declare political enemies and political friends. The skill number sets the max number of friends or enimies the politican can declare. If a Politican is mayor of a city the rest of his citizens get the same enemy friend status. Example: Thunderheart is Mayor of Theed, he declares GreenMarine a political friend, GreenMarine is mayor of Coronet and Q-3po is a resident of Coronet. As a result Q-3po is a political friend of Thunderheat as long as GM is mayor and Q is a resident.
(9) Tax break player: This command exempts a player for 1 city cycle from ALL taxes and city fees:
(10) Check Proprity Records: This command allows the politican to see who owns a structure.
(11) Petition for city advancement: This command applies to a system where city caps are maxed. If a spot becomes avalible in Rank IV and a city of rank III wishes to advance they can petition for thier city to be given the open slot This is handeled in much the same way as the new force ranking system.
(12) Set Trade Route: This command is my favorite.It allows 2 mayors (who are political friends)to set up a trade route between the 2 cities.This will open up a shuttle flight direclty between the 2 cities. A mayor of a PC on dantooine are mutual political friends with a mayor of a PC on Lok. The mayor on dantooine performes /settraderoute and selects the PC on lok. The mayor on Lok gets an e-mail saying that the mayor on Dantooine wishes to set up a trade route. He /settraderoute and selects the PC on Dantooine. Both get a conformation e-mail and the appropriate exepenses are added to the city budgests.
(13) Tax Break guild: Same as tax break person except it applies to all members of the guild.
(14) Petition for city demotion: This is the command you use when you wish to have a city to be demoted a rank in the system in #11
Well these are a few ideas i've been keeping to my self. I decided this would be a good thread to list them. Please comment.
baznitch
Wed Jun 23, 2004 10:59 pm
#4
something i would like to see since my alt is a mayor: i would like a ban list to show up so i know who has been banned and by who. it would make life a lot easier
Plzurpilot
Wed Jun 23, 2004 11:02 pm
#5
Atrayo wrote:
HiPsychotic Chipmunk,
Version #2 of City Warn is when one gets warned there is a spawn of 2 to 3 city npc militia guards. Who escortor dukes it out with the unwanted visitor. If the pac is a "Stronghold" specialty then the militia npc gaurds can spawn in more numbers and tougher strength.
Message Edited by Atrayo on 06-24-2004 12:44 AM
This is simmilar to an idea i posted where mayors and milita members can add or remove city faction to people who enter the city. Pepople with negative city faction get attacked by the NPC milita.
PsychoticChipmunk
Thu Jun 24, 2004 10:42 am
#6
The friend/enemies list sounds interesting. Not sure how it would work exactly but making allies and enemies would be fun. Maybe even allow a city war ability where my militiamen are red to one or more of my enemies militiamen and vice versa.
For the fixes to /warn that atrayo brought up I don't see the devs liking them. You basically brought up the griefability of the first one, kicking people out of town on a whim to keep them from content (POI's, bases) so that one pretty much wouldn't work.
The NPC spawning and "escorting" him from town sounds interesting and would be a lot of fun. Have the mayor choose what faction would spawn in his town, from CorSec and RSF to Borvo's minions and Meatlumps, imps and rebs get imps and rebs respectively. Only problem I see is, what happens if the player does nothing? He doesn't leave but he doesn't attack the guards. If he gets flagged and is now attackable, even if it is just by the NPC's and not the militia, he is being forced into nonconsensual combat and that is one of the reasons why /warn was removed in the first place. If nothing happens and the player gets to just walk around with a few NPC's following him then /warn is pretty much as useful as it is now. Heh, coming up for any fix to citywarn seems like a catch 22. You have a great idea for it though and it would be neat to see it somehow put into a militia ability.
*edit* me no spell good.
Message Edited by PsychoticChipmunk on 06-24-2004 12:44 PM
Plzurpilot
Thu Jun 24, 2004 1:08 pm
#7
PsychoticChipmunk wrote:
The friend/enemies list sounds interesting. Not sure how it would work exactly but making allies and enemies would be fun. Maybe even allow a city war ability where my militiamen are red to one or more of my enemies militiamen and vice versa.
I'll expand on this a bit, I really didn't get into much detail (I had to leave for work at 430 AM). Political friends might get benifits such as reduced taxes in the city or other stuff, the might even sharing militas. Political enemies might be permatatly citybanned from all structures or have twice the shuttle price. Or penalties /rewards could be based on the cities specialization.
For the fixes to /warn that atrayo brought up I don't see the devs liking them. You basically brought up the griefability of the first one, kicking people out of town on a whim to keep them from content (POI's, bases) so that one pretty much wouldn't work.
As seen in the Smuggler revamp thread, there seems to be a strong line opposed to "forced PVP" dispite being warrned before. I think we need to think up a completley new system to police our cities. NPC spawning seems to be a good idea, but im sure other people might have other ideas.
Message Edited by PsychoticChipmunk on 06-24-2004 12:44 PM
Lets see some more ideas out there!
PsychoticChipmunk
Thu Jun 24, 2004 1:17 pm
#8
Just to play devil's advocate. What if the person is away from their keyboard? Just got disconnected? Lagging horribly (ie 50% packet loss)? How do you expect them to make the decision to go ahead and get up and leave town?
If I were to have gotten ISP problems and come back to find my character dead and in the cloner when he was inside a merchant tent minding his own business without a TEF (afterall he's in the merchant tent) I'd be pretty pissed off. Or forget that,if I went to take a bathroom break and by the time I came back my character was killed how do you think I'd feel?Afterall I did not have the option to defend myself let alone to prevent the fight. Where was my consent given?
When /warn was first in the game I was killed by a militiaman while in the tradescreen with someone. I had no idea I was warned but wound up dead anyway, second time I came into contact with it I was lagging very badly and would never have reached the edge of town if given the chance. I duked it out and lost fair and square but just think if my guy wasn't a combatant and just a poor crafter witha slow computer? Where was his consent given? By the fact that he didn't leave town even though he literally couldnt? Not much of a choice there.
*edit* This was in response to acantho, not pilot.
Message Edited by PsychoticChipmunk on 06-24-2004 03:21 PM
Acantho
Fri Jun 25, 2004 12:30 am
#9
can someone explain to me how someone who is warned but doesn't leave IS NOT concenting to combat?
I mean a person doesn't have to hit yes to concent...
when someone says you have two choices
leave and be healthy
or
stay and get shot to pieces
if the persons stays then they are in fact concenting to being shot.
It's the same thing with imp and reb. First you're a covert reb... by shooting an imp NPC you get a TEF... you didn't say yes to anything, you simply got a TEF and now any imp PC can shoot you.
The problem has to be the whole POI thing and the devs haven't figured out how to get some balls and say... ummm sorry but you have to move your city. You have 1 month to relocate before we relocate for you and you may not like where we put you.
I mean a person doesn't have to hit yes to concent...
when someone says you have two choices
leave and be healthy
or
stay and get shot to pieces
if the persons stays then they are in fact concenting to being shot.
It's the same thing with imp and reb. First you're a covert reb... by shooting an imp NPC you get a TEF... you didn't say yes to anything, you simply got a TEF and now any imp PC can shoot you.
The problem has to be the whole POI thing and the devs haven't figured out how to get some balls and say... ummm sorry but you have to move your city. You have 1 month to relocate before we relocate for you and you may not like where we put you.
Acantho
Fri Jun 25, 2004 9:00 am
#10
well the problem for shuttling in is solved as far as I know because they had the same problem with overts etc.
As for lagging and stuff... that can happen while hunting. I just think they need to increase the amount of time and expand on the /citywarn ability instead of removing it.
If you kill a bunch of rebs while covert and get a TEF and then go link dead or something... an imp can still come by and kill you.
By entering a PC you are essentially saying to the militia that you are giving them permission for whatever reason to /citywarn them.
If this was made clear when entering a city (as in the "entering such and such city" message, then there would be no excuse.
People should just stop whinning. If you die you die. Get over it people.
As for lagging and stuff... that can happen while hunting. I just think they need to increase the amount of time and expand on the /citywarn ability instead of removing it.
If you kill a bunch of rebs while covert and get a TEF and then go link dead or something... an imp can still come by and kill you.
By entering a PC you are essentially saying to the militia that you are giving them permission for whatever reason to /citywarn them.
If this was made clear when entering a city (as in the "entering such and such city" message, then there would be no excuse.
People should just stop whinning. If you die you die. Get over it people.
Plzurpilot
Fri Jun 25, 2004 10:17 am
#11
what if you have to walk thourgh this city to get to a particulare POI? Shoud the militia prevent you from visiting this particular POI? That was one of the problems that was occuring when /cityban was removed.
Acantho wrote:
well the problem for shuttling in is solved as far as I know because they had the same problem with overts etc.
As for lagging and stuff... that can happen while hunting. I just think they need to increase the amount of time and expand on the /citywarn ability instead of removing it.
If you kill a bunch of rebs while covert and get a TEF and then go link dead or something... an imp can still come by and kill you.
By entering a PC you are essentially saying to the militia that you are giving them permission for whatever reason to /citywarn them.
If this was made clear when entering a city (as in the "entering such and such city" message, then there would be no excuse.
People should just stop whinning. If you die you die. Get over it people.
DaQuilla
Fri Jun 25, 2004 11:02 am
#12
Ok ... this is mostly about a player city Revamp ... but since managing cites is what politicians do ... caution, this is longish
Making player cities more worth while
This first point is probably very unlikely to happen and will be very unpopulare though it would benifit 3 seperate aspects in SWG ...
Taxes
Trainers, mission payouts, cloning, insurance, garage fees ... property (around 5%?) ... sales tax (maybe 2%) ... and even income (a certain amount or %-age depending on money on bank and in cash and online/offline time spent) ... everything outside of player cities get's taxed! This would benifit in the following ways:
- The game would have a real powerfull moneysink that effects everybody and has a lot of levers to get the right mix for everybody
- This can finally be used as a real Zone of Control effect in the GCW - depending on who is more dominant on a planet/in a region the taxes are shifted twords rebel or imperial
- PCs can (don't have to) push their taxes under the taxlevel of the "NPC world", making PCs a very more populare place to do business and live
Bazaars
These are very popular shoping points for new players as well as old ones. To overcome the greates difficulty I see with this (possibility of items being deleted when bazaar is deleted) I'd suggest to only let the bazaar act as a regional vendor-looking-tool (that shows you all items in the vendors in that region/city that registered to this bazaar) and maybe to let you put in items that are bound to an NPC city (so when the bazaar is deleted, all items are transfered to said NPC city bazaar)
Spaceconnection
I don't think that PCs should really get their own full grown space port, but I do think that we should get a platform from which players are able to start into space once they have JtL and an own spaceship. I already fear, that with all this new content above the skys (and therefore far away from PCs) a lot of players will leave PCs or become very inactive in PC communities, since they are only in space and in NPC cities ... this would make it possible for players to have fun in space and still support PCs.
Changing NPC Faction of players
This is more a new politician skill. A politician might be able to change the faction standing of a player (in small steps and over time) - just like IDs can change the stats of players. This (and features coming further down) might make a "Diplomat" skill-tree necesary.
Making player cities look better
New buildings
There have been many requests for new buildings. Some that would both make a city more worth while and better looking would be ID-Tents, City Malls, Appartments (take up only 1 lot?) ...
Buildings stay loaded
When I walk through PCs, the houses 200m behind me already unload, while the houses 100m in front of me aren't even there yet. This doesn't let you ever see the layout of a city or the size of one. If in a NPC city you have an unchangeble floorplan that stays loaded. Maybe the devs could figure out a way to send a player entering a cities radius the city mapping, so all houses load. This would be updated every X seconds, so incase somebody is moving you notice the new layout
More decoration slots
a metropolis with only 50 slots to place e.g. streetlamps has no chance to get close to putting up enough streetlamps that all streets of the 450m radius city have them ... none the less add statues, or fountains. After the merchant revamp (with vendors having an item limit of 150-450 items depending on merchant skill, as devs suggested) there sould be room in the database for something around at least 100.
More decorations
I guess walls won't happen (stated at FanFest) because they could be used to grief (one bug-fix would be to have every decoration be non-collidable - end of griefing with streetlamps etc.) ... but streets ... please give us pavment ... Plinka (our first correspondent) said that something like streets was even in the pipe at some time (and don't let the count against decoration limit) !!! Small bridges that you can place behind each other would also be nice to overcome small ditches ...
Benches
I really want to be able to sit outside ... give us more benches, and make the chairs in the café sitable!
Items outside
Give mayors the abbility to drop a certain amount of normal items in the city - maybe restrict it to gardens - maybe let it count on the decoration limit (if it is raised a lot) - we would like crafting stations for everybody - I would love to be able to put up a ranger tent on my market place! - Faction flags are already noted in the GCW revamp suggestions - chairs to sit on ...
NPC citizens
I know PCs should be kept alive by the players, but some NPCs roaming the streets or stading around in front of civic buildings would add a little more depth. They could also be cominbed with "City Mission" further down. You'll never get a metropolis feal in PCs with only players.
NPC Militia
Special NPCs would roam the streets (we want pavement). They could be a faction the mayor decides (and has at least +2000 FP of), or they could be "neutral" and only get active if somebody is /baned or /warned (as already suggested here). A special feature would be, that you can put a uniform on the NPC guards, that will spawn on all NPCs (unlootable) simulare to dressing vendors.
Making player cities more manageable
Charts and Lists
We need a row of lists that tell us what is going on - what to manage
- number of cities on the planet (with number of which rank - accesable for any player so you see if you can still place a new city on this planet or if caps are met)
- banned list
- city council (see below)
- tax breakup (see seperatly what we get from sales, income, property, garage, shuttle ...)
More tax variety
I'd like PCs to be able to differ from each other in the way the make their income. Let cities have different (small) taxes on mission payout, trainers, cloning, insurance.
Manage a City Council
Give us a "Council" group next to the normal militia. Let us give them special rights in helping manage the city, simulare to the way PA leader and helper works. Let us give them /grantzonerights /setcitytaxes /recruitetrainer /placeterminal /adminrights to civic buildings all sepeartly.
/citywarn
bring back some sort of /citywarn. Having NPCs patrol the city that could aggro /warn'd players seems a nice way for me, as it doens't force PvP onto anybody, and we already have aggro NPCs in variouse cities (and non-aggro that aggro people with -5000 FPs of that NPCs faction). Of course this would simply have to be turned off in a 500m radius around POIs
Player Titles
Give the Mayor a "Mayor of ..." title that he can chose instead of a profession title ...
Give council members "Council of .."
Give militia members "Militia of ..."
House Info
Devs stated at FanFest that they might want to let you see who's the owner of a house. I'd like this option for any player, to see the owner of a house when /examining the sign of the house (so you can also get in contact with the owner of a mall for example) - but give mayors the extra feature of seing how long the house still has maintenance, and maybe who is admin of said house (especially if owner is no longer playing SWG)
6 week rule
bring it back - although everybody was whining about it before it was implemented, now all mayors want it back
Resignition
Let a mayor resign if there is a candidate registered to the voting terminal on update time of the city.
City Chat
Give cities a chat channel that functions simulare to the PA chat channel (something like this was in the state of the game timetable)
- It is loaded on login for any citizen of a city
- Myor can turn it private or public (optional to do so)
- Lt any visitor of a city automaticly log into this chat
City Board
Give cities an ingame communication tool like a forum (something like this was in the state of the game timetable). Or at least an info board integrated in the city hall where a mayor and his council can put up info, faq, eventdiscriptions ... and maybe the citizens can also ad something.
Bird-Eye Map
Give mayors a map in which they see all houses from bird-eye perspective (smaller than build screen) use the feature of all house locations being loaded (see point farther up). This could be helpfull for following features:
- Putting up zones in which different Council members can /grantzonerights, or in which different structures are alloud or not
- finally give mayors the option of moving houses placed in city radius. It was once promised as a feature for Mayors, then it was "oh, it wouldn't be nice if all of a sudden your house was moved" (I mean it's not like anything's deleted). Maybe add this as a veteran feature for long lasting cities.
Making player cities more content rich
City Missions (something like this was in the state of the game timetable)
- Give out small PC to PC delivery missions (like you can do in NPC cities)
- Tie the PCs into the missions givin in NPC cities (delivery, entertainment, bounty)
- Give PCs a SpyNet Op
- Give factional missions to factional PCs
- Let the NPCs roaming around the city give out random quests, linking to other NPCs roaming around in this city, or in neighbouring cities
City controlled NPCs
This could work two ways
- NPCs could be set up like vendors from merchants. They can hold special items for quest rewards and can be programed with question and answer threads so you can make your own missions. Let these NPCs collect an optional fee to support the city (and pay for the rewards)
- Give mayors (and maybe also PA-leaders, depending on number of members) a certain amount of "Dumby Chars". These chars would have a very limited inventory, very limited skillpoints and could only interact with players, and only with players that signed on to an event. The limited skillpoints could instantly be spent on dumby-character creation and these dumby chars can then be played by the mayor (PA-leader) or any citizen (PA Member) that the mayor gives the rights to. If not operated by a player, they fall back into NPC behavior like mentioned in the point above
- If all this is impossible (which I persume) at least give politicians +2 or +3 vendors to place so we can use them to build city quests and information givers (I do this by having merchant 2-4-4-4 - and I'm only using vendors as quest helpers, not to sell anything)
Making politicians more than "just mayors"
Politician Missions
At present most of the game consists of "mindless grinding" ... so I am very happy to see the devs implementing more and more content based missions and quests to skill up (see novice profession quests, jedi quests, force sensitive quests, quests to level pilot in JtL, the to-be smuggler revamp...)
I'd love to see the same for politicians. This would introduce something for politicians to do, and give players that aren't mayors but want to live the life of a politician a chance to do so and get up the skill tree.
- Missions could be simple delivery missions with multiple waypoints, and choices you have to make (which NPC do I give the datacard with important information? Who is telling the true story?).
- You might have to gather a group of players with certain professions, and then come to the Mission giving NPC to prove you've gathered them (you show good grupping skills)
- I don't know ... you're the devs
Diplomates
- Players that aren't mayors need something to do. Creating diplomatic relationships with other cities would be something (I love the "Set Trade Route" idea)
- Enhancing mission pay outs from NPCs (like slicers can do with terminals) would be interesting
- Ability to change NPC faction standings (not Imp/Reb) as said farther up
- The biggest goal would be to have a planet wide senate, where diplomates (partly called from the mayors of PCs, partly from outsidePCs) would be able to decide on major bonus and malus numbers influencing mission payouts, XP and FP gains, spawn rates ...
Now I know that devs stated at the FanFest they'd have to check anything involving a senate with LucasFilms - but come on, seriously ... we are getting a Jedi Council together with 100s and 100s of Jedi in a time where there are no Jedi (plus you shouldn't be able to be a stormtrooper as Lucas himself says the are clones, cloning dead people under the empire is totaly against the SW continuity, being able to simply shuttle to dathomir, a shut off planet because Palpatine is in fear of the dark witches taking over the galaxy ...). Seriously, we already are in such a parallel universe based on what's fun for the player, why not have planetary senates ... or simply call them a council or diplomatic gathering or whatever
Acantho
Fri Jun 25, 2004 11:14 am
#13
Plzurpilot wrote:
what if you have to walk thourgh this city to get to a particulare POI? Shoud the militia prevent you from visiting this particular POI? That was one of the problems that was occuring when /cityban was removed.
Well that's why I had previously stated that the devs should get some courage and just force those cities to move. When cities first were introduced and that happened we all said the devs should just move the cities. POIs should be no build zones. But the devs left it and now it's an excuse that forces 90% of the game population not to have other functionability.
When the majority of the game population notices there was a big mistake made on the part of the devs because of their shortsightedness you'd think the devs would realise their mistake and fix it.
If 10% of the game population gets pissed then so what... it's better then having 90% upset. I know my citizens are upset about a lot of things and the game isn't getting any better with their regards. It's funny just how many of them assume things should be a certain way when in reality they aren't because the game isn't very well produced or managed.
Here's a question that somewhat relates to this thread and I'll post it elsewhere as well.
How many things relating to a PC do or have your citizens thought was true or happening when in reality it's not the way the game functions?
I know of quite a few.
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