Politician Archive
Thread: Politician Round Table Discussion, Week of 7.22.2005 City Specializations
You mean no one else can think of any other possible specializations for us?
Imperial Glory - Big tacky statue of Palpatine
Light Pollution - causes all city structures to emit a soft light and causes all streetlamps to glow brighter
Fisherman's Wharf - Increases fish spawning
Maryland Crab Cakes - Increases yields of crustaceans
Zone of Silence - all city banned people cannot speak in town
Anti-Force - Force skills cost more force points in town
Infestation - causes minor creatures to spawn in town
Occupation - causes NPCs to spawn in town
Courtesy - All city services come with friendly sound effects, i.e. "Your speederbike has been repaired compliments of Generic City."
Guess that's it for the moment. If I keep going, I'll start thinking of the joke specializations.
Those weren't jokes?
I like:
Imperial Stronghold: Causes Imperial NPCs to spawn within town, as if the city hall location were a factional HQ. Citizens get +150 general melee and ranged defense and +50 general melee and ranged accuracy.
Rebel Stronghold: Same as above but rebel NPCs would spawn.
Stronghold: Same as above but local security (CorSec, etc.) would spawn.
Sales Center: Vendor maintenance set to 0 for all vendors in town
Improved Job Market: unchanged.
Research Center: unchanged.
Manufacturing Center: Factory speed and crafting speed increased 20%
Clone Center: unchanged.
Entertainment District: Ent. buffs and food/drink buffs obtained while in town get a 25% duration bonus.
Medical Center: removed.
Sample Rich: removed.
But I'd also like to see entertainer buffs only work in player cities, instanced apartment civic structuresin npc cities and player cities, residence-capable structures only placable within player cities, townspeople NPCs wandering randomly in player cities, factional recruiters placable as trainers in player cities, trainer and garage revenue added to city treasury, a citybazaar terminal that lists all items in vendors in the city and allows purchase but not pickup or sales, an income tax based on the money the character made that week, the ability for a mayor to condemn a structure to be destroyed90 days after condemnation, and sales tax working like it should.
So you know, I'm nuts.
doh. double.
Message Edited by Rodian-Bob on 07-30-2005 03:46 PM
First Idea: make it so a Master Politician can Set up Mutlipe Specializations, no more than 3.
Second Idea: Reduce the cost of the specializations AND break them down INTO specializations.
Example: Research Center: Break it Down into Each Profession, Architect, Droid Engineer, Shipwright etc. and give Bonus Experimentation Points,Two Bonus Points for each level of the city.
Manufacturing Center: An increase on the speed of factories sounds good, provided they are allowed in the city
Khristen wrote:
We're probably not going to see factionally aligned Player Cities. Thunderheart had said as much the last time it was brought up, primarily because making PCs factional would mean making them attackable and that's just not a good thing. Factional elements can always be placed (bases, terminals, etc.), but they will be things that aren't tied to the faction of the city itself. A terminal can suggest faction affiliation, but it's not an outright declaration of faction.
personaklly i dont see any real use to this, its a massive outlay for a 200cred per clone reduction, i doubt i clone once a month nevermind often enoguh to warrant this for any city
Entertainment District: Gained at Civic Policy III, 80k per week. Entertainer enhancements receive a 10% bonus in a city with the Entertainment District specialization.
entertainers need nice things but this isn't really any use to anyone even if it applies to the present ent buff, so what you cna get that in next to no time anyway, i doubt anyone would notice this bonus
Improved Job Market: Gained at Civic Policy IV, 80k per week. Missions taken in a city with an Improved Job Market gain a 20% increase to their rewards.
definatly a nice bonus but with missions capping around the 9.xk mark now its lost its usefulness for a lot of cities
Manufacturing Center: Gained at Fiscal Policy III, 50k per week. Crafting done in a Manufacturing Center earns a 10% bonus to prototype assembly results, reducing the chance of failure.
well its useful but given thers one assembly roll vs up to 12 experimentaiton rolls its a no brainer which you pick
Medical Center: Gained at Civic Policy III, 80k per week. Medical healing and medical enhancements (buffs) are 10% more effective in a Medical Center. **This specialization is currently bugged. The skill mods that this previously applied to no longer exist post-CURB. No changes were made to update Player City specializations to the new skill mods.**
evne if it worked i dont think anyone would bother traveling to a player city for a slight buff increase, msot dont evne get buffed anymore
Research Center: Gained at Fiscal Policy IV, 125k per week. Any experimentation done in a Research Center is enhanced. A 15% bonus is applied to the final result roll is added during the experimentation phase of crafting.
probably the most used and a serious contender for my little city once we're ready for a specilisation (and wnhe the mayor stops spending any income increase on more decorations(i will on day honest(ill run out of permitted deocrations at some point
Sample Rich: Gained at Civic Policy IV, 70k per week. Sampling in the city provides 20% more resources and a 10% greater chance of finding resources.
um has this ever bene worth using?
Stronghold: Gained at Martial Policy III, 150k per week. Militia members in a Stronghold get a +50 bonus to all defense rolls against other players (PvP). not a bad bonus, if your factional which a lot of cities aren't
ok so ive bene critical guess its time for the constructive part
what id like to see
stronghold keeping spawns fomr wnadering into town, either by a simple invisible barrier, or by creating npc's to defend the town (id lvoe th elatter but settl for the former) this woudl allow this to benefit neutral cities as well as factional ones)
entertainment centre entire city is considerd a cnatina, entertainers cna buff anywher within its boundries as tohugh they are inside mayor can place npc's who will join in with live entertainers (ie match their dance or song) npc entertainers would only perform to accompany live ones (with say no more than a 1:1 ratio of npcs to live entertainers)
manufacturing centre 10% bonus to assembly and 5% to experimentaiton instead of how it is now
research 15% bonus to assembly and experimentation both of these sohuld only work on non-droid stations (ie youd need access to a city structure with the right station to take advantage)
sample rich id replace this with a commerce centre specilisation which would give merchants in the city a 5% discount to vendor costs and 50% discount to advertising costs (eg map registration)
med centre woudsn heal at double the normal rate in the towns med centre and hela at standard med centre rate within the borders of the town doc buffs give double duration (to make it woryh going to a medical centre player city) and docs can one hit heal all wounds whiel in th emed centre
scouting centre tracknig range has city radius added to it, ch training never fails, traps make with +2 to stack size
over to oyu lot for criticism
Message Edited by Llandros on 07-31-2005 11:23 PM
I disagree with the sentiment that making a player city factional must as a result make the city and it's structures attackable. There's plenty of static factional content that is not attackable/destroyable. Why can't the GCW be played out in our PC mayoral elections as well as with a gun and pokey-stick? I'd even prefer it to have a slight impact on the GCW point stats on the three major planets to determine control!
Khristen wrote:
We're probably not going to see factionally aligned Player Cities. Thunderheart had said as much the last time it was brought up, primarily because making PCs factional would mean making them attackable and that's just not a good thing. Factional elements can always be placed (bases, terminals, etc.), but they will be things that aren't tied to the faction of the city itself. A terminal can suggest faction affiliation, but it's not an outright declaration of faction.
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I'd love to have a "Zone of Silence", although I'd rather it be part of /cityban than a specialization.\
A big, tacky statue of Palpatine might be nice, too. Except I imagine there are some Architects that would craft those with some less than flattering names.