Politician Archive

Thread: Factional Outposts Not allowed

watchkeeper
Fri Oct 31, 2003 8:39 pm
#14

May I ask a question here..... was it lack of insight in that cities were not thought to be around for a yr or so? I mean other than a Shuttle Port there isn't much difference in their services. Yes Bases give NPC patrols and Cities will get PC Militia but both pretty much give the same thing in the way of services. I would have thought that a group or Guild would have decided early to build one or the other not both. The Pa I belong to decided we should build our city up and have it established before placing any kind of Faction bases. I mean most wars are won by economics pure and simply. If you can't fund an army then you won't be able to defend your assests or to expand your assets through aggresion. Once we are established as a viable force in the Economy then we will push our luck into the Art of War. This doesn't mean we do not PvP but rather we had a plan from the beginning and have worked towards that plan.


Also through out history of our culture bases and fortresses were placed on the basis of strategic value and also using the lay of the land to determine location of said stuctures. In time then after the formation of these structures did villages grow up close to them but not right on top of them or at the base of the hill that the fotress resided on.


To me the placement of houses to virtually block in these bases defeats the true feel of defending a base, but I also think that bases should not be destroyed but rather pulled down to 1% of it's ability and then it should have a process to rebuild back it's ability to defend itself. Similar to a disaster along to rebuild what was lost but would take a time limit and massive resources to do this....... maybe by making DE makes droids to repair it and Architects to build new blocks and terminals, Armoursmiths with armour plates and generators. you get the idea don't you?


This is not a flame of any kind I just feel that with more planning then most of these problems would'nt be here.

nightrun55
Sat Nov 01, 2003 9:12 am
#15

I believe that the Dev's will aloow bases in cities. Else, they gonna have a ton of upset people.. I will be militia, and I FULLY expect to be attacked back!



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QuickDrawQwuichay
Sat Nov 01, 2003 11:57 am
#16

Fort Smith, Arkansas


Fort Worth, Texas



Forts. In towns, made the towns. Yah, good stuff.


Besides, I wanna shoot cops ingame. I wanna fight back.




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ElBlufer
Sat Nov 01, 2003 11:39 pm
#17

/bump



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Scuzel
Sun Nov 02, 2003 4:45 am
#18

That is a good point Quickdraw.

Perhaps that could add in an option to become a 'fort'.

In case a Dev is peeking at this thread check this out:
http://www.tsha.utexas.edu/handbook/online/articles/view/FF/hdf1.html

The History of Fort Worth, with general info about why the fort was created, and how pioneers settled by the forts for security from the Indians.
Barkingbantha
Sun Nov 02, 2003 4:59 am
#19

Because we are setting up a guild faction town, it would be fantastic if we could make it a garrison town with our base near to, or surrounded by, the houses.


Come on Devs, throw us a bone here please!

Glacier2000
Sun Nov 02, 2003 8:49 am
#20

I do see some problems here that seem to have been overlooked by most of you. As I understand the current setup a town militia can /warn a player and attack him REGARDLESS of his faction status. Now what happensif he happens to be the same faction as the militia and near the faction base? What about a neutral player in the same situation? Those questions would need to addressed before faction bases could be allowed within city limits and I don't think that these questions have easy solutions. So yes a lot of people are going to be unhappy that they can't have their faction base AND city militia right now but for now I'd say that we have to accept that we have to adjust our plans while an answer is found to the above questions.
Ragnoraq
Mon Nov 03, 2003 4:34 pm
#21

this issue is still in the air, so let's get them to change it before it goes live.


/bump


-Ragnoraq

Ooglez
Tue Nov 04, 2003 6:40 pm
#22

/KABUMP!



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Gaedel
Tue Nov 18, 2003 10:16 am
#23

/bump


Any word on this? We have our factional base near where we want to place our City Hall.




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Joshie
Tue Nov 18, 2003 10:22 am
#24

Nice work bumping a nearly month old thread with a misleading subject.

http://forums.station.sony.com/swg/board/message?board.id=Politician&message.id=1974&highlight=#M1974
ChoNaguriai
Tue Nov 18, 2003 10:23 am
#25

I guess I haven't followed the whole debate, but last night we placed a factional base inside our city, adjacent to our Town Hall. It's great, we have our own recruiter and faction terminals. Was there a time this didn't exist, or are the devs considering taking the bases away?



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DocSavag
Tue Nov 18, 2003 10:39 am
#26






ChoNaguriai wrote:
I guess I haven't followed the whole debate, but last night we placed a factional base inside our city, adjacent to our Town Hall. It's great, we have our own recruiter and faction terminals. Was there a time this didn't exist, or are the devs considering taking the bases away?





It wasn't allowed until late in the process but it has been on TC that way for at least a couple of weeks and I know that Leetville had a factional base in the middle of town for at least a week prior to this patch going live...Old issue from what I can tell





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