Politician Archive
Thread: Politician and the GCW: a refinement thread (outdated, do not post)
RM706 wrote:
Looks good but what would the benifits be to neatral cities? BH enhancements? Crafting enhancements? Not applicable?
not applicable
the idea I'm going for is that there should be no loss if a city decides to remain neutral, but there shouldn't be a gain either... after all, this is the GCW revamp, not the politician one
edit: typo, sorry O.o
Message Edited by Pappi on 05-25-2004 06:19 PM
I like the idea of a factional HQ, but I had a couple of questions. If the mayor was a rebel, would the city be required to have a factional HQ?If not, would the civic structures still considered rebel structures? As I understand it, overts clone overtin the facility becauseI placed it and I'm a reb. If you can actually choose to declare your city to be a part of the GCW and choose not to, you should not clone overt.
I would also like mayors to be able to set factional citizen requirements. Ifit isa declared factional city, then everyone who owns astructure within the city limits would have to be a member of that faction. There should be a penalty if you change your faction. Maybe your house will decay in 7 days if you don'tswitch back
. If this isn't done, then a person could place a house while a rebel, then change factions and you have an Imperial that lives inyou're city who can go overt, but cannot be banned because he's a citizen ![]()
- requires certain politician skill, maybe martial 4?
Agree - could also make it that you need to hold that skill for the factional alignment to stick
- requires factional HQ within city?
Unsure on this one owing to the placement size of the bases themselves. As the areas of the bases are fairly large, most cities would struggle to incorporate them into their plans. Maybe a "city only" style base could be made - one that would suit a cities environs than your bog-standard faction base.
Options that doesn't require city declaration:
- faction included in system message when entering city
Don't like this idea so much as I could see people chat screens filled with messages as a player weaved in and out of the city zone
- decorations (non-defense: flags, banners, gardens, etc)
Be nice to have but would they be included in the general decoration count, or as additional decorations?
- city-owned faction bases
Agree to this - be nice to not have anyone loose lots - would they count as a decoration though, and would there be a limit to the number of basesa city can have (ie; do townships get to drop 1 base and metros 5 bases?)
- faction point treasury towards city-owned factional items
Agree - a simple faction donation listing could be added to the city terminal. Would FP withdrawals be limited in much the same way as treasury withdrawals are handled now? (ie; only so much can be withdrawn per week)
- declared "no factional PvP" zone for neutral cities
This is a "must have" ability for ALL cities and not just neutral ones. Cities that declare their faction should also be given the option of declaring it a fight-free zone. A timer can be added to this so that it takes say 12 hours (just to use a figure) for the "no factional PvP" to take effect. Dropping a base or any other type of faction based structures will negate this declaration immediately (and prevent the declaration from occurring).
Hvzeda wrote:
I like most of these ideas with the exception of:
- faction included in the system message when entering city
- factional cityban
The first one, why? Should the person explore and decide whether this is a friendly city or not? To me this seems an answer to laziness. 'Tell me where I can or can't go. I don't have the time to waste deciding if this city is safe for me or not' mentality.
No, it is so that people can't be griefed simply because you have a large market area. If I click on vendor on the map and notice alot of green specs around your city I would likely go there to shop for x, y, and perhaps even z. If I don't frequent the boards, which a lot of people don't, and I shuttle/drive/walk in I may be surprised to find a few AT-ST's and 20 overt imps standing around waiting to kill me the second I go anywhere near their conveniently hidden covert scanner. Why should I hyporthetically suffer this when a simple message displayed right next to the cities size and specialization would prevent it and many other unneeded deaths.
The second one - does this apply only when the person is overt? How long will it last? If they are overt once are the permamently cityban for life even when they are covert?
Well if I were to /cityban you from my town for whatever reason you tend to stay city banned no matter what you do until I decide to pardon you. Why would this be different? It is simply a means to simplify and not force militia-men to /ban every known imp guild member, imperial raider, or just any imperial they see within the town limits because lets face it that would be a hassle meanwhile /cityban imperial faction means that all the imps foaming at the mouth to destroy my cities bases etc. can no longerclone right next to them without me having to sit and guard them all day and night to make sure I get everyone who has entered my town for the first time.
There are some good ideas here, but I think as mayors we also need clarification on how these ideas would work. Sorry if I'm the type of person that doesn't like signing over a blank check and think that everything will work the way I think it will work and not the way that other person thinks.
PsychoticChipmunk wrote:
Hvzeda wrote:
I like most of these ideas with the exception of:
- faction included in the system message when entering city
- factional cityban
The first one, why? Should the person explore and decide whether this is a friendly city or not? To me this seems an answer to laziness. 'Tell me where I can or can't go. I don't have the time to waste deciding if this city is safe for me or not' mentality.
No, it is so that people can't be griefed simply because you have a large market area. If I click on vendor on the map and notice alot of green specs around your city I would likely go there to shop for x, y, and perhaps even z. If I don't frequent the boards, which a lot of people don't, and I shuttle/drive/walk in I may be surprised to find a few AT-ST's and 20 overt imps standing around waiting to kill me the second I go anywhere near their conveniently hidden covert scanner. Why should I hyporthetically suffer this when a simple message displayed right next to the cities size and specialization would prevent it and many other unneeded deaths.
If you had read, I never stated not having a special symbol on the planetary map indicating your city is factional (and currently cities that show up factional to whom is also not perfect - i.e., bugged). I only stated I didn't see a reason for a message when you entered the city zone. You provide a good reason but if you don't want to get killed because of your faction, then don't join a faction (how many times have we seen that said). Where is the sense of roleplay (oops, I said a dirty word in MMORPG)?
The second one - does this apply only when the person is overt? How long will it last? If they are overt once are the permamently cityban for life even when they are covert?
Well if I were to /cityban you from my town for whatever reason you tend to stay city banned no matter what you do until I decide to pardon you. Why would this be different? It is simply a means to simplify and not force militia-men to /ban every known imp guild member, imperial raider, or just any imperial they see within the town limits because lets face it that would be a hassle meanwhile /cityban imperial faction means that all the imps foaming at the mouth to destroy my cities bases etc. can no longerclone right next to them without me having to sit and guard them all day and night to make sure I get everyone who has entered my town for the first time.
If faction ban works exactly like cityban, then why duplicate the same thing? My question was how would it work? If the city immediately bans overt status but does not banthe person, I'm for it (meaning if they visit the next time covert, they can use your civic structures). But if this is going to work like /cityban in that the overt person is banned and becomes banned even when they are covert, then I'm opposed to this idea or if it bans covert faction, then I see this as a very bad thing for the game and GCW.
Message Edited by Hvzeda on 05-26-2004 06:43 AM
I won't try to bring back /citywarn, that's not something the devs would consider. Maybe we can work on an alternate to /citywarn in the future, but that's for later
Hvzeda wrote:
If the city immediately bans overt status but does not banthe person, I'm for it (meaning if they visit the next time covert, they can use your civic structures). But if this is going to work like /cityban in that the overt person is banned and becomes banned even when they are covert, then I'm opposed to this idea or if it bans covert faction, then I see this as a very bad thing for the game and GCW.
For me "factional /cityban" is just that - it disallows all overts of enemy faction to use the civic structures automaticly - but they are only triggered be the open showing of the enemy faction - not by the players name ... otherwise it wouldn't be different from /citywarn we have now
But I would look into the fact, that you might be able to block some civic services (like cloning, training, garage - not including shuttle service) even from the coverts - you just don't "like their face"
This is why I am asking for clarification exactly what /factional ban is and how it will operate. I'm not going to agree with something if I'm not entirely sure of how it will work. Maybe we should have a thread and address each issue specifically. Some of these ideas are very clear on how they will work, but we should at least submit of proposal of what we would like to have how we feel it should work. Telling the developers this is what we want without providing how it should work, is just asking for more complaints from the politicians.
DaQuilla wrote:
Hvzeda wrote:
If the city immediately bans overt status but does not banthe person, I'm for it (meaning if they visit the next time covert, they can use your civic structures). But if this is going to work like /cityban in that the overt person is banned and becomes banned even when they are covert, then I'm opposed to this idea or if it bans covert faction, then I see this as a very bad thing for the game and GCW.
For me "factional /cityban" is just that - it disallows all overts of enemy faction to use the civic structures automaticly - but they are only triggered be the open showing of the enemy faction - not by the players name ... otherwise it wouldn't be different from /citywarn we have now
But I would look into the fact, that you might be able to block some civic services (like cloning, training, garage - not including shuttle service) even from the coverts - you just don't "like their face"
There would have to be a message when you actually enter a factional city because not all cities are on the map, so a symbol by the city name wouldn't advise people about these. You get a message when you enter acity anyway, I really don't see how adding a factional affiliation would flood your screen with messages any more than it already is. Instead of the current message "You have just entered *City Name (Rank, Specialization)*" it would probably be something like *City Name (Rank, Factional Affiliation, Specialization)* It should also be indicated when you buy a travel ticket to a factional city.This would make it perfectly clear to visitors they type of city they are entering.I know a lot of cities that have scanners and mines surrounding their shuttleport. I myself have just rode into cities unintentionally, even if they were on the map. Not everyone looks at the map and says "Hey I'll go visit this city", sometimes you just find them. IfSOE is making cities a bigger part of the GCW, then people must be notified of the faction when they enter the city, especially when they are shuttling in.