Politician Archive

Thread: Buildings A Wishlist

Stopher87
Wed Nov 05, 2003 2:36 pm
#14

That the city could pay for paying for the militia.
Trideon
Wed Nov 05, 2003 2:55 pm
#15

Here's an idea I haven't seen that also would help with alot of the "zoning" issues we all see comming.


Why not make Lots of land, that can be parceled and defined by zone... Here's an example.


I place a 20X20 footprint that has a for sale sign on it, and details as to how it should can be used, ie. Housing, Commercial, or Industrial or even some combination of the above. This will solve many things... some of ehich include


1) Lack of control on zoning

2) Incme for the city

3) a Passive way to utilize space in a town without recruiting Citizens

4) Allows for a visual plan in game, making sight lines and travel better in city

5) would prevent many squatters


and heck, any politician or architect in this game has played Sim City... so we all know how well this system works.



Just some thoughts... seems kinda obvious to me, especially for Sony LOL



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charb
Wed Nov 05, 2003 3:06 pm
#16

multi-admission buildings for malls/merchants/apartment buildings!!


bridges!!!!


walls!!!


roads!!!

PsychoticChipmunk
Wed Nov 05, 2003 3:22 pm
#17

Bridges, walls, stair, and the tiled surface that Coronet has that you can use to semi terraform an area but not enough to make an unbuildable spot buildable, if its off by 1 little area then yes but you can just turn 1 lot into usable space.


Museum, it would be 2 floors with a large obvious showplace area and recessed spots on a balcony to also show off things, plus a roof access so that stairs will go up 2 levels allowing for hanging of things for both levels.


I'd like to see sort of a park I guess it would be but not one. Just the ability to add greenland to your town, wellon worlds that have green plants of course. It is in a sense a park but dont make it cost that much, and dont put benches or fountains or what have you.My town is gonna be on a plateaue so its all brown and sorta dull looking, I"m sure other people are in areas that would look nicer if it had some natural vegetation. Maybe even allow this option but with trees, these would cost more maintenance but again it should still be cheap since it is just going to be a few trees and grass. Not a shrine with perfectly pruned hedges and a trained bird that sings "I love the night life" like some of these parks look like.




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Terinati
Wed Nov 05, 2003 3:23 pm
#18

We definately need bridges - my planned city has a river running right through it.

The idea of buildings (they don't even have to be high-rises) where one player can place and own it, then rent rooms out to other players who can declare residence there; that's a must have if we're going to prevent the expected urban sprawl problems.

The ability to place outdoor signs, vendors, crafting stations, tables/chairs - awesome.

Also, more defensive structures would be nice. "Lairs" that generate NPCs would be great - provide defense for cities where the militia players have RL lives and can't afford to sit around on defense all day, (NPCs could aggro on anyone who's on the city's /warn list), and would help solve the problem of "ghost towns" that has been anticipated by many prospective mayors.

Walls, I think, are a must - if you're worried about griefing, just make them so they can't completely enclose - we won't mind.

Also, I absolutely LOVE the idea of the "beacon" idea. It's silly to require that city hall be at the center of every city - what if the hall is up on a hill, its majestic steps overlooking the city? Can't do that if it has to be at the center.



Ademantus Terinati

Chairman, Ordo Fidei Aeterni


"The only thing necessary for the triumph of evil is for good men to do nothing."
- Edmund Burke

GoCanes
Wed Nov 05, 2003 4:04 pm
#19

Someone mentioned <a href=\"http://forums.station.sony.com/swg/board/message?board.id=architect&message.id=32147" target=_blank>my thread</a> on the Architect forum earlier... Lots of good ideas there... ^_^




GoCanes - Radiant Server - Pikeman
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Gron_DM
Wed Nov 05, 2003 4:29 pm
#20

slum appartments or condos


smaller footprint houses, aka the tatooine small hut like the naboo one...


workshop based on professions, droid, architect, wpnsmith so on...


more public structures walls gates, fountains so on.


hotels


hmm i may get flamed for it but....a winnabago....


hmmm different tents/assembly areas.


swimming pools


coy ponds


critter ranch's (for food not CH)


placable road/paths




Vilance -Retired from SWG
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Meplorium
Wed Nov 05, 2003 4:36 pm
#21

A Zoo park with animals.


Roads would be nice.




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Hec
Wed Nov 05, 2003 4:51 pm
#22

I want a clonning facility that the city keeps at least part of the fee. I know that will be a big income thing for most cities.


I want signs so we can put on on streets or on the skirts of the city so people can know the name of the city and some of the rules.


I like the idea of apartment buildings in both npc and pc cities. In npc cities can be a building with floors for rent. Players just have to pay for manteinance in them. if you dont pay it you get kicked out and loose all your stuff in there and the floor becomes available for rent for any one else. First come first served. Each floor should have less storage room then a small house (maybe 100) so they do not compete with small player houses. For pc cities some one can place an apartment building similar to the one in the npc cities but it will take the lots of the player that places the building and he would be responsible for the mainteinace of the builiding. I another players rents a floor he gets acces and adminstrative privileges of that floor only, not even the owner of the building can go in. They deposit the rent in their floor terminal and if they do not pay the rent the owner of the building gets the administrative control of the floor and can sell the tenants stuff to make for the loss. Also the tenant looses adminitrative control of the floor at that moment. The rent paid gets deposited directly on the owner's bank account. If for some reason the owner does not pay the maintenance of the building, when the condition of this falls below 50% all tenants get an email so they can take action and pressure the owner of the building or move out. Also the owner of the building should be able to to set the rent of each individual floor at what ever he wants but only while the floor is avaliable. Once the floor is rented and occupied by a tenant the rent price can not be changed. This floors should have windos that actually look out side. Again, each floor should use have a storage capacity lower than that of small houses.



Comercial buildings with a mall enviroment in both, pc and npc cities. The npc ones can work the same as i explained with the apartment buildings. It can be a large building with open locals for rent. Players just walk to any avaliable one and pay the mant on it. As long as they pay mant. they have the administrative control of the local. If they stop paying all they stuff that was in there dissapears and the local becomes avaliable for rent again. this locals shold have an open face to a big hall and they should have very low storage capacity ( maybe 50) to avoid players acutually moving in to them. buy still items inside the vendor should not count against this storage cappacity. For pc ones, same as the apartment buildings. The player that sets it down uses its lots ( or maybe can be place by the mayor using the city lots and nosome players lots). The owner of the building is responsible for the mainteinance of the building and he can rent each local to other players. the rent would work in the same was as described in the aparments earlier.



Besides signs it should be nice to have Billboards. The city can place them to annouce city stuff or can rent them for merchants to use as publicity. Just as a cantina or a hospital, Billboard should only be place by merchants and the maintenance cost should go to the city treasury. This Billboards should be costumizable in color and shape and maybe have a few graphics to choose from.



Cities should be able to become faction cities and put defenses up. The same way that Bestine is full of stormtroopers, Coronet full of CorSec, and Theed of RSF. Players should have some kind of building or perk that allows them to spawn some kind of security force npcs to protect their citizens and visitors from declared enemies or warned/banned people. This should havea cost depending on the amont of npcs wanted to be spawned or the amount of structures that spanw this npcs. Also the placement of small turrets using the cities lots should be allowed.



All of this ideas (but signs) should be for advance cities with advance mayors only.



Well this are some of the ideas i have. I would aprecciate any feedback on this ideas either negative or positive. Thanks for your time in reading this.






Hec Losame
ALM
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DrummDude1
Wed Nov 05, 2003 4:56 pm
#23

deffently a police headqueaters for militia!



Vanrok A.K.A. Vanrok of -HK-
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LordDarkk
Wed Nov 05, 2003 6:30 pm
#24

a crashed starship that can be used as a cantina


a wrecked AT-AT that can be painted red, and turned into a cantina




Dyvana Darkk - Starsider
Hypatian
Wed Nov 05, 2003 9:05 pm
#25

Another thing I've thought of, while it isn't a building per se, is being able to using BE creatures as decorations (as they can be used inside buildings.) You can see something like this in the way scout, CH, and BE trainers have creatures near them in the NPC cities. Being able to place creatures would allow hilighting of certain trainers, placing creatures in parks as ornamentation, or making simulated zoos. (Although I agree that a special zoo building would be a great addition!)

In general, I'd suggest not only civic buildings, but less extreme player-owned buildings. A zoo, for example, might be better as a player-owned city building. You could also introduce (although this is bigger) more profession-based buildings, like a stockyard for BEs and a droid repair center for DEs that allow you to drop your pets off to be healed or repaired by a professional. It's important, however, that new buildings that are intended for flavor for professions that already need to use many of their lots should probably not cost much more than a house. Three lots for a special DE or BE facility might be reasonable, if it can replace their home. More than that may be too much, since they also need factories, harvesters, and the like. (Oh! There's another thought--maybe make crafter-specific buildings which have a nice design for that profession and additionally have a built-in factory, but cost more lots. For example, a tailor shop with a nicer layout for a clothing showroom, including a small back room and an integrated clothing factory, using four lots.) In addition, perhaps the garage for upcoming vehicles should be something only placeable by a vehicle engineer (or whatever profession ends up making vehicles), and including a similar "drop off your vehicle for repair by an expert" facility.

There are numerous possibilities for profession-specific housing, even outside of that. How about a shooting range for ranged professions, or a dojo for brawler professions? A more atmospheric hunting lodge for scouts and rangers?

Finally, more variety in standard housing wouldn't be looked at askance--especially Corellian and generic housing (perhaps just Corellian, since generic is now unneeded.) Corellian houseshave much less atmosphere and floor space than their Nabooian and Tatooinian counterparts, and not one Corellian house has any sort of outdoor balcony.

Hmm. While I'm running wild, how about banners as another outdoor decoration? Tall flagpoles that display a planetary flag (and perhaps also a flag of your choice, along with it?) How about small construction area signs (like road construction flashers in the US) which don't block traffic but can be used to mark out areas for planned development?

And as one last thought, although it's not city-specific, how about larger factories that take less land area but cost more to maintain, use more power, are faster, and have more storage? Crafters I know would like to have their factories near their homes, but because of land constraints and because most serious crafters have at least two factories if not more, we're currently planning to place factories outside of city limits to avoid wasted space. If the crafters could have larger factories that still don't take up much more land area, (say, 3x4 instead of 3x3 for the smaller factories so it fits behind a medium house, uses two lots, and has twice the speed, capacity, and cost of a normal factory,) then crafters might bring their factories into town, increasing the tax base slightly without making the city overly cluttered with factories.


Of all of these suggestions, I'd prioritize them:

1) A few more small decorations to liven the city up.
2) More variety in housing, including special housing for specific professions.
3) Added features for the housing for some professions (integrated factory, drop-off-pet-for-healing-or-repairs, etc.)
4) Placing BE creatures outdoors in the city (or just allowing the mayor to place any droppable outdoors item as a decoration, as long as the city has room for more decorations?)

And of course, the other suggestiosn for nifty civic buildings (militia HQ, etc.) also apply. I just wanted to make sure we were thinking of new city-oriented private buildings as well.


Ooo! Although this might be really ugly, perhaps allow the city to have a set "color scheme" that is applied as a hilight to all public and private buildings in the city. This makes most sense for Corellian buildings (imagine the gold reflective areas being different colors in different cities.)

In general, I'm all for *anything* that will allow each city to have its own character, rather than being just another pile of buildings.



Hypatia Fegi - Fegi & Fegi Enterprises - Elektra Fegi
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Seneardon
Wed Nov 05, 2003 10:43 pm
#26

I like your proposal for apartments/shop buildings hec.
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