Politician Archive

Thread: So... What is the point of living in a player city?

Crimsonsplat
Mon Apr 04, 2005 2:46 pm
#14






jedipsychofire777 wrote:





PsychoticChipmunk wrote:

There isn't one.


But in terms of raw game mechanics there is no reason to live anywhere but 500 meters south of Coronet.






Effing Perfect. Couldn't have put it any better if I had a year to think about it.





What he said.


It won't change until SOE requires player vendors to be located in player cities, and drops shuttleports two levels to village.


Since they probably will not want to clutter the map with so many shuttleports, they should create "Landing Pads" at that level -- a village can get one of these pads, allowing players to pay 2x the normal cost to fly in to the village from any other planetary starport or shuttleport, but can't get a ticket to fly back out. Think 20th century trains and the "whistle stop."


Killing dead housing would be nice too; that would open up slots in the cities for players to move into better locations, and open up the slots for newer, live cities to move up the ranking past dead cities.

bluejanus
Tue Apr 05, 2005 2:42 pm
#15



Crimsonsplat wrote:


jedipsychofire777 wrote:


PsychoticChipmunk wrote:
There isn't one.
But in terms of raw game mechanics there is no reason to live anywhere but 500 meters south of Coronet.



Effing Perfect. Couldn't have put it any better if I had a year to think about it.


What he said.
It won't change until SOE requires player vendors to be located in player cities, and drops shuttleports two levels to village.
Since they probably will not want to clutter the map with so many shuttleports, they should create "Landing Pads" at that level -- a village can get one of these pads, allowing players to pay 2x the normal cost to fly in to the village from any other planetary starport or shuttleport, but can't get a ticket to fly back out. Think 20th century trains and the "whistle stop."
Killing dead housing would be nice too; that would open up slots in the cities for players to move into better locations, and open up the slots for newer, live cities to move up the ranking past dead cities.





What's the point of making land pads?





Isander Aperin - Kettemoor Master Architect (home: Serenity, Naboo)
Structures vendor in the HorkCo Shop near Coronet, Corellia (CLOSED)
Structures vendors in the Mos Mesric Mall near Mos Espa, Tatooine (CLOSED)
Structures, jedi kit, crafting station and resource vendors in Serenity near Kaadara, Naboo (CLOSED)
BT-Trajan
Wed Apr 06, 2005 6:29 am
#16

Shuttles to villages won't do any real good for the game, as they would increase the proliferation of small communitites where there are few players actually online using the resource. I dont believe that the developers want more small communities, but rather they are seeking to collapse the small communities into the larger ones and reduce the number of PC's all together.


But finding some mechanism with which the Mayor can handle vacant houses would make a substantial difference. If they would just de-pop the house and store the data somewhere (including all that contents), such that when the player returned to the game they could reclaim the house and its contents and place it again.



Hadrian Augustus
Mayor and Master Architect of Aurora
Naboo, Flurry Server


Catapultam habeo.
Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.

Translation: I have a catapult. Give me all the money, or I will fling an enormous rock at your head.
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