Politician Archive

Thread: An Idea for Politician gameplay

Riis
Sun Jan 04, 2004 9:47 pm
#1

Ok, we all know the Politician class is pretty bad, but it's still embryonic, and here is the next step:


Planetary Government.


The position of Chancellor, or Vice-Diktat, or Governor can be opened (see me devs fora primer on what planet should have which position) [hereafter referred as "Governor"] to an election of all the registered citizens of cities on each planet. The candidates are the mayors of the cities on that planet.


This elected representative would have a list of policies s/he may open for a vote.


The position of planetary Representative can be opened. Each city may send any one citizen with Novice Politician to serve in this capacity. Thus each city has one vote, and the city which has the Governor position could have two.


These Representatives would have the ability to vote on the policies recommended by the Governor. A passing vote would implement the policy.


Further, the Representatives could vote to rescind active policies previously enacted. They do not need the Governor's permission for this.


The Governor receives 3000 experience for each week he or she holds this position. The Representatives receive 1000 experience for each week they hold the position. An alternative is to grant this experience only for the act of voting, so deadbeats grinding for experience would be deterred.


The policies that can be enacted include such items as:


Political:


Embrace Empire's rule. +5% to FP gain for Imperials. 5% maintenance increase for Rebel faction structures. Cost: 2 million credits spread over every city by population.


Declare support for the Alliance. +5% to FP gain for Rebels. 5% maintenance increase for Imperial faction structures. Cost: 2 million credits spread over every city by population.


Enact policy of neutrality. -5% FP gain for both factions. -5% maintenance cost for all structures on planet. Clone costs increase 50% for all factioned players. Cost: 1 million credits spread over every city by population.


Smuggler Crackdown: Chance of Smuggler players being fined whenever they use a Smuggler skill. Mission payouts increased 15%. Cost: 1 million credits spread over every city by population.


Welcome Smugglers!: Smugglers gain 10% skill bonus. Merchants have experience gain reduced 10%. Cost: 1 million credits spread over every city by population.


Economic:


Growth Subsidies: All cities receive 2% of collected taxes matched by planetary government (money created from outside). Cost: 1 million credits spread over every city by populaton.


Trade Subsidies: Residents of planet selected receive a 50% discount to services such as shuttles, cloning, training, insurance. Cost: 3 million credits spread over every city by population.


Relaxed Environmental Laws: Harvester maintenance decreased by 10%. House maintenance increased by 5%. Decrease in spawns on planet. Cost: 1 million credits spread over every city by population.


Environmental Guarantees: Scout and Rangers gain a 10% skillmod. Harvester Maint. increased 5%. Increased spawns on planet. Cost: 1 million credits spread over every city by population.


Planetary Industrialization: Bonus, as per Industrial Society mod for cities. Cost:3 million credits spread over every city by population.


Planetary Spy Network: Bonus to usage of SpyNet for Bounty Hunters. Cost: 1 million credits spread over every city by population.


Planetary Agricultural Revolution, Planetary Artistic Revival, Planetary Political Center, Planetary Medical Research Labs


Military:


Fund/Decrease Funding for Planetary Defense Force: Increase/Decrease Spawns and Rank types of planetary defense spawns.


Fund/Decrease Funding for Planetary Militia: Allows players with high CorSec, etc. faction, to gain a combat bonus in cities.


Social:


Creative Artisan Environment: Unlocks some "extra" schemata for use only when this is enacted. Plants, artwork, clothing, armor, etc.


War Creates Survival Instinct: Increase in survival based experience gain


Tourism Capitol


Planetary Art Subsidies



The key here is minor, yet significant, increases or decreases to numerical figures and skill abilities at the cost of credits. The Governor can only propose one a week, to limit the amount of changes to each server.


Further, any number of resolutions could be proposed that simply provide roleplay/flavor to the planet's history. Resolutions of support for various NPC characters on the planet, Resolutions to open and close trade, etc. All provide flavor and allow creativity and a unique planetary feel, and more importantly give politicians more to do, and to support more politicians on each server.


These are bare bones ideas, which is why I didn't flesh out all of them. I just wanted to present the basic mechanics of this, and see where it takes us.



RbT




___
Riis bal-Tannis, Governor-Tyren of Corellia Sector, in hiding from Jedi.
Kessel.| Twin Sunset.
Hire me to write your bio.
Cinco Barnes says, "We'll go ahead and change Cloning to Bacta."
BACTA WINS!




Newton13
Mon Jan 05, 2004 3:48 am
#2

I like *some* of these (the Artisan perks) but the Factional "plusses/minusses" would be the deathblow to Neutral or Mixed "Tolerance" cities... Why would anyone want to set up housekeeping in a city that will nuke any of their perks?


I'd think this should be better thought out to encompass the majority - some people stay neutral for a reason.




----------
Twi'leks have more fun.
BigGuy_WAN
Mon Jan 05, 2004 10:07 am
#3

Once again... voting blah.... I can see this as a GREAT WAY for rebs to grief imps since they lead only by numbers... lol... nice idea.... but most of the ideas you had would rarely be implemented.... only the griefing ones.... why must a politician do anything but run for mayor?????? Though most of you rebels can't seem to understand... the Empire runs the galaxy right now.... and the Emperor sure wouldn't EVER allow a planet to be governed by Rebels.... lol... atleast not openly.



Matt-Kire Nosral
Too'Kewl
Draago Skorponok
Ahazi
Dark Trench City Forever!!!
BigGuy_WAN
Mon Jan 05, 2004 10:09 am
#4

Once again, voting nonsense. I can see this as agreat wayfor rebels to grief imperialss since they lead only by numbers. lol. nice idea, but most of the ideas you had would rarely be implemented - only the griefing ones. Why must a politician do anything but run for mayor?????? Though most of you rebels can't seem to understand, the Empire runs the galaxy right now and the Emperor sure wouldn't ever allow a planet to be governed by Rebels. lol. Atleast not openly.



Matt-Kire Nosral
Too'Kewl
Draago Skorponok
Ahazi
Dark Trench City Forever!!!
Riis
Mon Jan 05, 2004 10:12 am
#5

Sullust is a rebel planet around this time.


Mantooine is a rebel planet around this time.


Chandrila is all but rebel around this time.


Mon Calamari is a rebel planet around this time.


There were rebel planets during this time period. I agree that the ones we have should NEVER be Rebel, but we have such limited resources to work with.


The idea is to allow an "over-government" to help select even greater bonuses for a server's strengths. You will note that none of these bonuses or penalties are in the "grief" category, just an annoyance or a nice bonus. The goal is to give politicians something to argue over, to negotiate, to work with.



RbT




___
Riis bal-Tannis, Governor-Tyren of Corellia Sector, in hiding from Jedi.
Kessel.| Twin Sunset.
Hire me to write your bio.
Cinco Barnes says, "We'll go ahead and change Cloning to Bacta."
BACTA WINS!




BigGuy_WAN
Mon Jan 05, 2004 10:19 am
#6

I agree that you had some good ideas, but unfortuanetly SOE has already greatly destroyed most of the time period of Star Wars with SWG. As you stated, NONE of the planets we have in SWG were under Rebel control (not openly at least). SOE has already pretty much destroyed what power the Empire had during this time period. Add one more element too takeeven more power awayand why even have a GCW anymore. Just fast forward to the New Republic. SOE has already nerfed pretty much everything imperial and then they complain why there isn't enough in the game.



Matt-Kire Nosral
Too'Kewl
Draago Skorponok
Ahazi
Dark Trench City Forever!!!
Bajeezus
Mon Jan 05, 2004 11:14 am
#7

Very ambitious and creative. Please copy this over to the thread I'll be creating in a couple of daysto offer the devs our solutions to the Politician community's #1 issue, lack of gameplay. There, we'll all get a chance to evaluate any suggestions that anyone would like to submit and decide on the one that we as a community would like to stand behind and advocate to the devs.
SpaceKidAmnesiac
Mon Jan 05, 2004 1:06 pm
#8

Holy carp (misspelling intentional), dude! Even to a non-politician this is an awesome idea! It may end up being very complex and hard to implement, but if it was, it would add a whole new layer to the game. This is probably the best andmost comprehensive idea I've seen one person put out by themselves!


Good on ya and good luck getting it implemented!




****************************************************************************
Odeon SpaceKidA, Head OAF, Corbantis, Corellia
Noedo, Space Wookiee Extraordinaire, Ahazi, Tatooine
====================================================================
I have always wished that my computer would be as easy to use as my telephone. My wish has come true. I no longer know how to use my telephone. -Bjarne Stroustrup, computer science professor, designer of C++ programming language
DingoBoi
Mon Jan 05, 2004 4:22 pm
#9

forcing cities to pay across the board for decisions of others is bad gameplay. Cities should not be mandated to do this and should at minimum have an 'opt out' option to avoid the cost.



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Riis
Mon Jan 05, 2004 5:54 pm
#10

I really feel I need to address the "forcing things" issue. At some point, we're going to have to make things political in the Politician profession.

There needs to be some form of conflict and resolution in the class. There needs to be some form of competition and cooperation in this class.

I design games, some of which are quite popular with the target audiences I designed them for in my geographic area, and I have to say that almost all of my games involve two things:

1) Cooperation to succeed.
2) Competition within cooperation.

The idea is an inherent cooperative need (we get a bonus if we vote together), and an inherent conflict (our desire to enact measures that benefit us more than others).

I strongly feel that the Politician profession will always feel lacking without a need to gather with other Politicians to make real agreements tht affect the cities. I also strongly feel that these agreements must involve risk to the cities, and/or a win some/lose some arrangement.

If we are all winning, why have a politician at all?

RbT



___
Riis bal-Tannis, Governor-Tyren of Corellia Sector, in hiding from Jedi.
Kessel.| Twin Sunset.
Hire me to write your bio.
Cinco Barnes says, "We'll go ahead and change Cloning to Bacta."
BACTA WINS!




Riis
Tue Jan 06, 2004 5:45 pm
#11

Wow, throwing in game theory killed the thread, eh?



RbT




___
Riis bal-Tannis, Governor-Tyren of Corellia Sector, in hiding from Jedi.
Kessel.| Twin Sunset.
Hire me to write your bio.
Cinco Barnes says, "We'll go ahead and change Cloning to Bacta."
BACTA WINS!




Riis
Wed Jan 07, 2004 7:20 pm
#12

Last bump, I promise.


I feel that given the ideas people have for increasing gameplay, we need to look broader. The devs say broader gameplay is the next step for Politician (they explicitly mention the Senate).


If this is not a solution, I have several others, but I don't see anything else out there other than a diplomat idea.



RbT




___
Riis bal-Tannis, Governor-Tyren of Corellia Sector, in hiding from Jedi.
Kessel.| Twin Sunset.
Hire me to write your bio.
Cinco Barnes says, "We'll go ahead and change Cloning to Bacta."
BACTA WINS!




WolfDC
Tue Feb 24, 2004 9:32 am
#13

I think the point is no matter how they should do it. It a good idea and I am allfor it.

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