Politician Archive
Thread: #3 issue: Militia ability to defend. Submit your solutions.
Okay
Im the Mayor of Mos Elsewhere on tatooine in the bria galaxy, the city is just over 1k from the krayt graveyard, it also envelopes a small (what im assuming is a poi) which is a broken down jawa truck thing with a constant spawn of 20 tuskens and 20 jawas that just fight each other......i was unaware that our radius would envelope this small poi but i certainly dont stop anyone from going there, also we are a neutral city with laws against pvp in the city. My militia are chosen from amongst people i trust very much because i have known them for a long time they are all mature players who are very responsible, Mos Elsewhere is a true democracy with an elected council to keep me in line so to speak and im very happy with this arrangement, by and large Mos Elsewhere is a happy thriving metropolis that only ever gets trouble from non resident griefers or people who decide to break our laws,
1-I think that /Citywarn should be brought back with a 3 minute timer
2-i think that /citywarn should either eject someone from the city immediatly but leave them the ability to walk back in if they so choose.....or it should make that person completely invulnerable to damage until the timer is up thus making them completely safe while the timer is counting down after which they are killable by everyone near them whilest they remain in the city.
3-i think that the devs should take a case by case approach to cities that are overlapping poi's, there are few enough cities doing this form of griefing that the devs or csr's should be able to effectively police poi abuse, they have logs and i think if a city is abusing a poi or its proximity to one and stopping people from getting to content then the city hall should be REDEEDED and returned to the mayor along with the other city structures and the treasury and perhaps a warning for good measure the point here is to punish the abusers and reward the responsible mayors amongst us by letting us police ourselves.
thanks for reading
I'll append my original comment. I think /cityignore is a great stop-gap feature.
With a (hopeful) extended role in the GCW, cities should be able to declare faction. If faction declaration is possible, then Cities should be designated as neutral, rebel or imperial on the travel and planetary maps.
From a travel terminal if you wish to enter a declared city, a warning menu would pop up. "By purchasing this tickey, you understand that you are entering a (rebel/imperial) war zone and may be involved in armed conflict" or something like that.
From overland travel a popup message would appear at 500m from the city center: "You are entering a war zone...etc etc...."
Firstly, the militia need to be militia and not sub-mayors, split the two groups, make militia combat types only.
Secondly, make it so that the player /warned has the choice of whether to fight the issue or not. Basically:
- Player A walks into a city andmakes a nuisance of themselves.
- Player B citywarns them.
- Player A at this point can either be 'escorted out of town' (they get bumped to city limits), or they can fight the policeman. They get to choose. If they don't make the choice within a reasonable time limit (30-60 seconds or so), then it is assumed they want to fight.
- If it can be taken one step further then citywarned/citybanned players should not be able to re-enter city limits (perhaps limited to 24 hrs from the time of the warn, or permanently in the case of bans).
I also agree with another poster that cities need to be moved away from POIs.
This resolves the issue of non-combatants/neutrals being dragged into fights, and you can still kick people out of town, forcibly or peacefully.
Perhaps simply saying POI's should be replaced with something else so it doesn't become a blanket statement. The poster beforehand has mentioned that he accidently and unintentionally encompases a small "battlefield". Well forcing him to move would be somewhat silly and stupid even if the CSR's were able to garuntee the city gets placed in the same manner with the same amount of money in the coffers. Instead of just a POI it should be understood as important points of interest. Ones that encorporate a rare loot drop, rare creature, continuous high lvl creature or faction aligned, or a badge. Something that can be considered inconsequential and just out of the ordinary can be left, however if someone controls the entrance to a cave or the door to a special base then that is griefable and it should not be. Just trying to clear some things up if need be.
Also we should come together and decide on what a time frame for leaving the city would be best. Everyone wants it increased from the old but give out other random numbers so we should poll or something. I'll make a thread for that if it helps any.
The way i would like to see controling access to a city work is as follows.
The Mayor / Militia have the ability to add people to an enemy of the city list.
When that player approaches the city they will get a warning at the boundary.
If they proceed they will be allowed into the city.
The City will be able to craft patrol droids and set up patrol routes for these droids. These droids on spotting an enemy will alert the malitia and that player whilst remaining in the city will gain a TEF that will allow the city militia to attack them.
The TEF should remain in place for a short time after they leave the City boundary as well to prevent people jumining in and out of the city boundary.
1.) /citywarn is a necessary feature in the game for many of us (and if you don't like it, no one is forcing you to use it in your own town). /cityignore does nothing against known coverts of an opposing faction or avatar griefers using emotes, and /cityban doesn't even work right (people can still fly in, and it doesn't stop them from respawning in your town if they clone before you can ban them). A cityban that removed someone from the area entirely would be nice for non-combat towns such as our own, but would be overabused by factional towns who wanted no threat to their citizens and indefinately protected faction bases.
2.) There is already coding in the game that negates commands in certain areas. The simplest example is calling pets; you can only do it in a city, outside of a building, near your declared residence, or in a camp. Therefore we KNOW that the ability to code the disabling of a command within parameters designated by a town or a location is not only feasable, but possible. Establish coding that negates the /citywarn command within 500m of a POI. That's slightly more than the radius of a town, and would ensure a clear route to any POI. If the town doesn't like that they can no longer defend Imperial territory by their own rules, they can move.
3.) Increase the timer to 5 minutes. After a person is removed from the town, they cannot reenter for 24 hours. If a person is killed, that counts as a removal from the town and they automatically clone at the nearest NPC city. This will eliminate people getting stuck in town by cloning and killing.
4.) Change the citywarn message to read "You have been warned to leave the city within 5 minutes. If you do not vacate the borders, you will be subject to attack from members of the militia and may be killed!" I don't remember what it said before, but make it very clear that in 5 minutes you're up for grabs.
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"The reason I don't PvP in this game is because no matter what side I picked, I'd be guaranteed to be fighting alongside at least one idiot. And I don't defend idiots."
/citywarn wasn't broken...bring it back and extend the timer.
If not, perhaps an instant /citybounty. My bounty hunters would like this.
I'll gladly pay a bounty to have some jerk removed (forcibly) from my city. (Yes, MY city.)
At a minimum, we need /cityban to work on cantinas and hospitals...keep them player owned, but make them true civic structures.
-RB
1) Militia power to kill people can be abused, as was made abudantly clear in the past.
2) Killing people has th eresult of giving them a hefty fee in insurance and decay of items.
3) Being neutral is being protected of PvP. That's the contract.
Given the three statements above, /cityban should teleport the guys outside of the city radius and disallow them to come back.
/city warn would be a first warning: "I can now port you out, beware".
If PvPers want to find ways to gank each other, fine. But have a PvP combat free solution please. Ifsome playneutrals it's for good reason.
I agree with ZenMaster. The /citywarn worked fine. The issue seems more of a POI issue. Create no build zones around them and give us /citywarn back. Sure, some cities used this for "sport hunting" but that is part of the game too. Afterall some cities arent going to be peaceful, you simply choose not to go to those cities if you do not want to go or are not welcomed. That is part of being in a galactic civil war.
Give back /citywarn so we can police our cities.
Create "No Build" zones around the POIs.
I would like to see a /condemnstructure command. we have a few buildings in our city that no one is taking responsibilty for in VERY bad locations. It would give that person x amount of days to remove the structure before it is destroyed. Could be bad if the mayor is an @$$ buthow did he get voted in if he is one?
CityWarn was taken away.
I suggest bringing it back except add a few minutes to the time dalay. 2,3,4,5 are just fine with me, just bring it back, please.
Slugeeater wrote....
1) Militia power to kill people can be abused, as was made abudantly clear in the past.
2) Killing people has th eresult of giving them a hefty fee in insurance and decay of items.
3) Being neutral is being protected of PvP. That's the contract.
1) While most cities welcome newcomers and visitors such as my own, there was no stipulation stating that cities were to be open and friendly to all. Being a "role playing game" cities can chose to be "evil" if they want to and each PVPer or people who do not want to be involved int PVP can choose not to go to those cities.
2) Dying in SWG is a given whether you are neutral or not. Does this mean you expect the developers to make rules to "not attack" those who click a box saying "I'm a crafter and dont want NPCs to kill me" either. There are NPC militia and NPC villians and NPC aggro creatures. Each of these have the potential to kill you too whether you are neutral or not.
3) Again, being neutral does not make you immortal, nor should it in a game that is centered around a galactic civil war as well as hostile planetary environments. I'd like to see this "contract" you refer to that guaruntees this.
What this boils down to is grief. Even if you go to a town now without /citywarn you can be griefed by every single citizen in that city that is a griefer city and you are unwelcome.Whether they shoot you or not, the result is still the same, you CHOOSE not to go to that city. The cities that shoot innocents for no reason are in the greatest minority. What happens more often than not is a griefer coming into a city (i.e. one person) and griefs an entire CITY worth of people. The people that have set up that city, spent their credits, time, crafting, blood, sweat and tears for that city)can't CHOOSE to remove that person anymore, especially when the griefer decides to set a macro up shouting obscenities in the town square and goes AFK for 24 hours letting his character grief the entire city.
I think more attention needs to be paid to those that work hard to make a good city than for the few that (gasp) get cloned when they didnt want.