Politician Archive

Thread: Why is Stronghold bonus only for Milita????

Morlach
Thu Jan 08, 2004 3:32 pm
#1

I would like an offical explantion on why the Stronghold bonus is only for militia.






Aussie, Aussie, Aussie, Oi, Oi, Oi
PsychoticChipmunk
Thu Jan 08, 2004 3:42 pm
#2

Well why would you want to give us Rebels a bonus when raiding your city? Or do you mean it should be for all citizens, in which case why would a crafter care if they can hit harder now?



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Morlach
Thu Jan 08, 2004 4:04 pm
#3

well of course I mean for citizens only.


Why? because that crafter pays his taxes and deserves the bonus of the city. That bonus might just save his butt one day.


Perhaps you could tell me why not?




Aussie, Aussie, Aussie, Oi, Oi, Oi
Morlach
Thu Jan 08, 2004 4:05 pm
#4








PsychoticChipmunk wrote:
in which case why would a crafter care if they can hit harder now?







ummmm you realise its a DEFENSIVE bonus the Stronghold gives right???





Aussie, Aussie, Aussie, Oi, Oi, Oi
slugeater
Thu Jan 08, 2004 4:57 pm
#5

Because cities aren't PvP tools.



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

EvilNerf
Thu Jan 08, 2004 5:17 pm
#6

Strongholds are pretty useless now anyways, since the got rid of /citywarn



Boban Knot: The Smelly Rodian.
BadDawGe
Fri Jan 09, 2004 4:31 am
#7

Think.. police officers




Taji
That's right, I'm back with an effin' vengeance... Zacky Vengeance!! (my alt duh!)

IPourBooze
Fri Jan 09, 2004 5:32 am
#8

I would imagine that the DEVS wanted to tie the use of Militia and Stronghold together.


Unfortunately the only function that militia has now is that of assistant city decorator.


/citywarn removal has made militia more of a headache than a help


and Stronghold is worthless too.


Please see my post on Militia and Stronghold in this forum forum for some ideas on that.


Hopefully the coming "Imperial Crackdown" will straighten some of this down.


Jaye




The Mancoruf Brothers - Jaye and Trajen
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lovewillkill
Fri Jan 09, 2004 12:27 pm
#9






EvilNerf wrote:
Strongholds are pretty useless now anyways, since the got rid of /citywarn





You obviously don't live in a city that gets raided much. Sanctum Malleus on Talus, Chilastra gets raided by Rebels about every other day. That defensive bonus is very important to those of us who have to defend our homes on a regular basis.


C




Jahn M. F. Compton
The Pharoah of Talus

The Empire's Hammer: Giving Rebels hell in JTL.

PsychoticChipmunk
Fri Jan 09, 2004 1:18 pm
#10

No actually I didn't thanks for clearing that up (Iskimmed over that skill since I'd never use it as opposed to crafter/healer specs)


Now double check this for me too, butit only takes affect inside of the city radius. Meaning that itonly helpswhen you pull a mob into the city or when you are being dueled/raided. Most crafters I know stay covert (unless they're fighting in which case they would be militia members since they are fighters) so it would only help them if a mob spawned by their harvesters inside of a town, but I could have sworn that mobs don't spawn inside of a city so that is a moot point. Sure it would be nice for them to have it, however it would be useless since it would never beused.




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charb
Sat Jan 10, 2004 1:18 am
#11






Morlach wrote:

I would like an offical explantion on why the Stronghold bonus is only for militia.









I have an idea for you, make all your citizens militia, honestly is that so hard? lastIchecked there was no cap on it, I had QUITE a few players as registered militia members
Morlach
Sat Jan 10, 2004 1:40 am
#12






I have an idea for you, make all your citizens militia, honestly is that so hard?




yes, because that creates problems with mis-use of the /grantzoningrights command. Also our town has many people from all over the world, some our Mayor has never met due to conflicting time zones.


I am still waiting for a legitamate reason as to why all citizens cant get the bonus. No one has provided one yet.






Aussie, Aussie, Aussie, Oi, Oi, Oi
Solanis_Wing
Sat Jan 10, 2004 9:11 pm
#13

When it comes down to it the stronghold specialization needs to be completely reworked for many reasons… Though the main issue is that it only benefits an extreme minority of a city’s population: the militia. 75,000cr per week is a lot to dish out for such a small group's benefit, a group that a smart city would be interested in keeping small. As posted above the only benefit that militia gives now is the /grantzoningrights command… which in the hands of the wrong individual can turn a well planned city into an urban hell… (mine-field griefs, random house placement, you name it…) a lot of people will agree that this power is a disaster waiting to happen. There are two ways of going about a fix here that I think should be considered.


1.Add permissions commands to the militia terminal, much like the guild terminal to you can actually decide whom you’d like to have certain abilities such as /grantzoning rights, /cityban, /citywarn, /citymail, /citymotd etc


2.Give the whole city the stronghold benefit at either decreased defensive ability, or increased cost.


Of course both of these changes could be implemented simultaneously to ease quite a few headaches in one well planned patch, and that would likely ease a good deal of the global city unrest. In any case however, I definitely think this is something that should be looked into since so many cities are based around the specialization. I’d like to see a fix in the near future.





Aralithia Oran

Blade of the Alliance

Mayor of "Drifter's Oasis"


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