Politician Archive
Thread: Militia Rank Suggestion
Redd wrote:
It allows for mayors to hire people without "giving them the keys to the city" which is a good thing.
I think that sums it up very nicely indeed ![]()
Cardco2 wrote:
i think warn shoul;d be basic melitia and the rest at caption and the abioltiy to KICK someone out of the malitia at general
I prefer my own version hehe
but i see where you're coming from - and to be honest - I could live with basic militia having the warn command- the most important thing for me is to put things like zoning rights into a seperate rank of player.
Just to explain why (in my version) i had a rank that had no powers at all apart from Enforcing the rules and /warns of higher level militia.
EVERY command that the militia are given is open for abuse by evil doers - if i wanted to grief a town with a group of 3 of my kiddy friends - i could do it by only using /warn. Join the militia - and as people enter the town via shuttle or walk in - /warn and then we all kill them.
Or go into the cantina and/warn the Entertainers 1 by 1 and kill them all repeatedly.
There is a LOT of power in /warn - an hour or so of someone doing this un-noticed by the mayor or higher ranks....and you're town would have a very bad reputation as a place NOT to visit.
How is a militia-man with no commands different from an ordinary citizen? Trouble maker comes in.. the militia guy cant do anything unless a captain is there with him. But once the captain gives the TEF flag to the troublemaker, cant all citizens attack him? (or only militia?). B
In anycase, this normal militia-man is worthless without a captain or higher around
When you're in a group with someone and that someone engages in combat, everyone in the group can join in with him (with the exception of duels). If someone were grouped with a militia member and that person used /warn on someone to initiate combat, would the other members of the group be able to join in as well? This could help solve that problem wherein a new recruit would have to be grouped with another milita member in order to participate in the city defense.
So if you are mayor, and you return to find a mail box full of messages like "Militia member Bob has given a /warn to Sam (Novice Entertainer)" you will know who has been abusing their power.
Jatr wrote:
I agree with the premise, just one question tho.
How is a militia-man with no commands different from an ordinary citizen? Trouble maker comes in.. the militia guy cant do anything unless a captain is there with him. But once the captain gives the TEF flag to the troublemaker, cant all citizens attack him? (or only militia?). B
In anycase, this normal militia-man is worthless without a captain or higher around
As far as im aware only militia can attack TEF'd troublemakers. If thats incorrect then it only changes my idea very slightly - the basis for the idea is still the same.
And yes a normal militiaman would be worthless without a captain around - This becomes your cities repsonsibility to ensure there ARE enough captains. If you wanted to make everyone a captain you can do....and you still gain over the old method where
Militiaman = Mayor: minus voting and Building placement.
Personally I would rather have the Choice. ![]()
IF all citizens can attack a Warned evil doer then I'd simply change /warn to militiaman or only have 2 ranks. But i was under the impression that only militia could.
Zakkeh,
I agree with you that this is a needed feature. But player assigned rank does not exist in the game at this time. So with the limited system in place they had 1 choice. Maybe they could copy over the house admin code and use it to give us at least 2 options
1. Entry List Level - basic militia with ability to attack anyone that has been /ban /warn
2. Admin Level - ability to grant zoning rights, ability to /warn /ban /pardon
Mkappus wrote:
Zakkeh,
I agree with you that this is a needed feature. But player assigned rank does not exist in the game at this time. So with the limited system in place they had 1 choice.
Rank is merely the difference between one person and the next.
If they can code the game so that a mayor can assign person A to be in the militia and this (by default) gives them the commands /warn /ban /pardon /zoningrights
Then they can code the game so that they mayor can assign person B to be a militia captain and this (by default) Only gives them the /ban /pardon /warn command
or assign person C to be a militia General with.....etc etc.
When you say player assigned ranks aren't in the game - surely they are? if the mayor can give someone the rank of Militia member already?
i think its a great idea, once our guild creates a town, i will most likely be a general or captian being the guilds combat officer and all, and i would like to have the ablity to manage the milita. And take some of the workload off of our leader and future mayor, who is way overworked as it is. The whole reason guilds have officers is to help the leader manage the guild when they are not online and to enforce the rules of the guild upon members, invite new people, and to help make informed desicions on guild policy and so on. Adding this to the miltia would allow the city to have a large miltia to protect the town, give some orginization to the miltia, so you know whos in charge, and allow high ranking members to directly influence there town, and keep abusers in check.
Keep up the good ideas man, now if only we could get some love from the devs on this idea. I hate to sound pessitimistic, but they already have this in test, and they have pretty much set the date for its realease, its gonna be a long shot if they event hink of putting this in. But we can hope.......
How about taking zoning rights away from the militia and adding a Deputy Mayor spot? You could have more then one of course.... and any member of the militia that the mayor would want to have /grantZoningRights ability they would make them both.
I like the rank idea...but I have one small change. Make the lowest level have /warn .... the second level have /warn and /ban ... and the top level have everything.
I'd be pretty happy with any suggestion that allows you to seperate your defensive force from the people who have "power" over city administration.
Krovo wrote:
How about taking zoning rights away from the militia and adding a Deputy Mayor spot? You could have more then one of course.... and any member of the militia that the mayor would want to have /grantZoningRights ability they would make them both.