Politician Archive
Thread: Factional Outposts Not allowed
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.
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.
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.
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! ![]()
this issue is still in the air, so let's get them to change it before it goes live.
/bump
-Ragnoraq
/bump
Any word on this? We have our factional base near where we want to place our City Hall.
http://forums.station.sony.com/swg/board/message?board.id=Politician&message.id=1974&highlight=#M1974
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