Politician Archive

Thread: Politicians and Player Cities: Ideas for involvement in the Space Expansion

Arrya
Wed Mar 03, 2004 1:35 am
#14

Baj,


Do you have any idea on what the timeframe is for when they are going to release more info on the SE?


Please don't say E3...





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Arsenal
The little green Napoleon
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Nikev
Wed Mar 03, 2004 12:00 pm
#15

I think we already have "starports" in game- they just havent been switched on yet...


The guild halls all have large open spaes on the top of them- ceertainly remind me of docking bays....


Chibi-Bar
Wed Mar 03, 2004 12:10 pm
#16

ballazamon.... I would love to get the devs in this also, but I don't think we are going to get that. The Devs are currently making their expansion and whatnots... it is going to be a surprise.. sure they can use our ideas and such and make the game great....


Maybe they are fishing for ideas.. .who knows.. even if the devs "release" some information regarding SE... you may not want to "input your ideas" since they can still use your ideas "aka grunt works" on the stuff they are doing...


i.e. (hypothetical) Devs states that they are going to have space station as expasion outpost from player cities.. we are having this and this and this...


players response: but wouldn't this and this be better and more balancing?? the devs goes "oh yea" and make changes.... that still using players ideas... we can't protect all intellectual rights




Sasheria Windsong

Master Artisian and Master Architect
Drop off Vendor Cynthia: -4752 -4341
Architect Shop Vendor Sasha:-4756 -4341
Citizen of Blood Gulch, Dantooine
PsychoticChipmunk
Wed Mar 03, 2004 2:20 pm
#17

Actually with the SE I think/hope that we will be able to go from one world to any other in 1 hop just the length of time will be different. I don't know if it is going to be a loadscreen while in hyperspace but I sincerely hope that is is not allowing me and my passengers to shoot the **edit** for a little while. Maybe play sabaac if they add it.



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Trean
Wed Mar 03, 2004 4:32 pm
#18

Get rid of all NPC starports that aren't major.... aka almost all the ones on the non big 3 planets where player cities can be built. Then let PC cities be able to place starports if they have atleast 200 citizens.



That probably isn't all that great of an idea I will come back with more, its hard to think of stuff to do on planet oriented with the SE when most of the SE should be concentrated in space.



Space colonies, that would be awesome. I will run with this idea later tonight.





Trean Speyr-Caggeyder
Former SWG Player
Voted Starsider's Best Weaponsmith - August 2005

Plzurpilot
Thu Mar 04, 2004 12:50 am
#19

Since it appears that we are on the topic of Starports here's some ideas I am pulling from my Airport Managment class.


1) Fuel Flowage Fees: Most airports charge a per gallon fee when gas is pumped from if. If ships are required use gas, when they pump the city could recive a small fee per unit (5 credits for every 100 units) And always make sure your refuling droid grounds your spacecraft while fuling.


2) Passenger Facility Charges: These are basicly the shuttle port tax we already have. Its a fee per ticket.


3) Hangar Space: Mayoral skill could change the number of spacecraft that could be stored in the starport.


4) Fixed Base Operators: Every airport has a one or more Fixed base operator (FBO) which provides services to the airport community. Depending on Mayoral skill or City size a starport could have a designated number of slots for an FBO. These slots act as merchant tents inside the starport. Here a pilot could get his spacecraft repaired or sliced, and purchase nessecities such as fuel, replacement parts, or proton torpedos.


5) Starport Security: Provide a way to offer safe harbor to the faction of your choice. Anything from troops in the starport to Ion Cannon support if you need to do an emergency landing.


6) Landing Fees/ Air Traffic Control: This of corse depends toataly on how they implement space; however a member of the city milita could man the air traffic control tower and provide assistance in a fight in the orbital space of your planet. He could fire the Ion cannons at enemy ships or coordenate attacks using the controls at the tower. He could also on the spot deny/grant landing clearances to spacecraft or issue landing fees to other space craft if they ask for clearance to land.


Also when/if they do implement starports I hope they use the footprint for the Theed Space port. I like the layout and the smaller footprint it has. Also your FBO's could be stationed around the perimiter walls. And with the landing zone being an interiorer you could decorate it. I don't think many cities would have space for a generic starport footprint. (That and they are a incredible waste of space.)



Just my Suggestiosns.



Nostradamus Smyth, Former Mayor: Vodo-Siosk Dantooine
Master Droid Engineer | Master Politician | Master Artisan | Master Architect


Dralar
Thu Mar 04, 2004 1:14 am
#20



girrrr wrote:
I agree that the expansion needs to involve player cities. The hardest part of being a successful city is the economy. My city of The Lost City of Juggolas on Rori on corbantis server has several crafters and vendors but getting people to go to Rori even just to live let alone shop is like pulling nails. But the economy at a starport ie. Theed is tremendous. If there was a starport in my city I know that it would increase the traffic as well as the economy of my city and it wouldnt be so hard to develop it. Perhaps, there should only be so many allowed on each planet. I also really like the idea that there would be a taxes that the mayor would be incontrol of.
Plaga Bloody
Mayor of The Lost City of Juggolas





I agree with girrr here. Talath is also located on Rori (Tempest server though) and although we are the largest city on Rori we're still not even ranked as a city (50 citizens currently). We are known for our dedicated crafters, but still traffic is much less than a city on Naboo, Tatooine or Corellia simply due to convenience. If they set requirements for starport too high it would be the nail in the coffin for all player cities not on the main 3 worlds. Make it a master politician ability and the maintenance should be pricey, but not impossibly so.



Eri'Ad She-Akt
Mayor of Talath, Rori, 3684, 3427 (Tempest)
Master Artisan (vendor: Rori, 3672, 3698)
Master Chef (vendor: Rori, 3669, 3517)
Master Architect (former), Master Merchant (former)
Chibi-Bar
Thu Mar 04, 2004 1:57 am
#21

Ooo... I got another idea to add to my original idea...


how about all participating cities (supply station from different planet) get a free transport to that planet via the space station hub....


i.e. naboo city join up with a city on dantooine... normally need 2 planet hop.. but can hope to station and hop to dantooine in a single swoop at reduce cost (due to supply station link) think might work, but would take a bit more coding and such...





Sasheria Windsong

Master Artisian and Master Architect
Drop off Vendor Cynthia: -4752 -4341
Architect Shop Vendor Sasha:-4756 -4341
Citizen of Blood Gulch, Dantooine
Nemarus111
Thu Mar 04, 2004 6:40 am
#22

The station should have a Shipyard (or u can built a shipyard as a upgrade.)


With this Shipyard u should built Mayor Ships. Where u can Dock with your starfighters and this Mayor Ship should need a Few Pilots and a Starship should be for FIghtings in GCW.


A Politiker should have the Controll over this Station or Starship.


And i not think some Cities should built a Station or Starship.


I think any PA should built or buy her Own Station or Starship.


slugeater
Thu Mar 04, 2004 7:02 am
#23



About smuggling: I don't see how we can see smuggling if the waypoints player use for good transportation aren't checked.

Yes, it means Starport checks, it means heavy server load, but without it there can't be smuggling.


A politician perk for SE relating to smuggling:


Hidden Landing bay


Ability to place a landing bay that isn't submitted to starport taxes. Ability to land here restricted to smugglers only.

Message Edited by slugeater on 03-04-2004 03:02 PM

Message Edited by slugeater on 03-04-2004 03:03 PM



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Gron_DM
Thu Mar 04, 2004 9:01 am
#24

darn forums eat my message and died last night around 1am

here is what i wrote

Spacestations: Use an architect schem for a "Base Shape/Start" Something around a gen pa hall or city hall in resources
This would be the starting module that all others would grow off of. After enough people/proper modules live in there it can be grown to have additional public features-appropriate to the modules already placed. The list on this is only limited by creativity hehe DS9 meets SW
so...lets see...
The system would be modular and a base could support a certain number of sub-modules (aka residents/services) and they could be deployed in a organized fashion by the admin. You could have many different sizes on the living modules. Droids could be part of the maintenance schem.
Service modules could include:
Hangers
Repair stations
Factories
Research Centers
Med Centers
Cantina's
Theatre's
Atruims

this could be organized into trees, so if one block was run by a entertainer type, they would focus on modules along a tree that would grant them access to more adv entertainment modules....same with a service module tree and a merchant ect ect.....

An administrator would place a "Base module" on the space station core (one at each planet) that could hold something like 50 sockets for other players base modules. in turn each base module would be a self contained area that could have all these features added and other various enhancements. this system would allow 1 player w/ the right poli skills to place 1 base module and as there module grows so can they expand it to have more adv features and sub modules. just some different approaches. throw out what you think about this system and any other systems you can concieve of. i like this one cause it allows for multiple admins, and the ability to coordinate system modules to create a balanced station with communication and not just 1 person in charge (not that i mind bein the king of my city....) well just my 8 creds...



Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
Atrayo
Sun Mar 07, 2004 3:54 pm
#25


Hello Bajeezus,


Thanks for creating this thread, and making it a sticky on this board. I just hope the dev's don't chastise you for it. Since it is away from their time table of discussing it officially. (which on the forum they said would start in May of this year)


There's alot of good brainstorming on this thread, and if i repeat someone's idea earlier up in the thread please forgive me. (since it was alot of reading above me)

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If space stations came into play, with their own hangars or shuttle bays. Then in terms of gameplay i would suspect that player space crafts (lest capital ships) will reside in our datapads. Where we can only take out a space craft in a space station shuttle bay or on a planetary starport. (which i hope they createroom for aplayer hangar for)


For "Capital Ships" i believe they should only be owned by "PA's", as a mobile PA hall in space. Parts of the capital ship such as turrets and player fighters can take damage, but not be fully destroyed as to make it a pain in gameplay. Capital Ships will remain as a persistant feature in-game, like a PA hall structure. Although if players do not maintain it via: repairs, supplies, or cred payments it can go poof like a structure.


For deep space only GCW factional npc's or players with mine layer ships. Can lay minefields so as to cause havoc, maybe player pirates as a crinimal raider faction could do the same. That would be a good tactic to board a Capital ship or player transport, but destroy a player space craft. (put back a players space craft in their datapad, where it can be repaired in a hangar bay. A player can clone or if the space craft is equipped with a escape pod use that instead.)


There can be debris fields in space for space salvagers to recover lost cargo, or scrap from lost space crafts in space as a modern form of junk dealer in deep space. Besides, mining astroids ala Eve Online noob missions for minerals in crafting and commerce. Those astroids is where: space crafts, capital ships, and space stations will be made from in a structure factory.


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Although the dev's did state on the SWG website, that new player species and worlds will be introduced likewise. I wouldn't mind seeing the Gungan underwater city on Naboo or Corsucant on Corellia to continue to flash out the current planets in the galaxy.

Message Edited by Atrayo on 03-07-2004 05:57 PM



Ivan / Atrayo
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Starsider Shard
Gron_DM
Mon Mar 08, 2004 12:08 am
#26

we just need to hammer the devs on this, space stations are a must for the SE add on. ill enjoy cruisn or joyriding in a cruiser/xwing but i really really want the stations.



Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
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