Politician Archive
Thread: Current list of top politician issues:
Short Term
1. Remove "/grantzoningrights" from miliitia. Implement a different category [city planners?] that could have this skill. As has been said many times in other threads - person with traits to be "good militia" does NOT automatically equal "good city planner"
2. Income reporting. *All* of the information is there already. Consolidate it and provide it to us in our end of week report.
3. Restore "/citywarn" and take aggressive action against those that abuse it to grief others.
Long Term
1. Zoning.Allow mayor to pre-zone areas for types of buildings that may be built there. Allow areas to be zoned as "no building" (or add pavement) to preserve integrity of the streets. This zoning should be able to be changed so that newly elected mayors could alter the plan.
2. Identifying owner of structures and control over their removal. Mayors need to be able to identify who owns any given structure or harvester. It is not realistic that, in a city, they would not have access to this information. Additionally, need some provision to forcibly remove a structure. (Perhaps relocating it outside the city limits with inventory intact, for example)
Rationale: Currently I can give someone permission to place a harvester in the street if a rare resource spawns there. They can promise to remove it, but if they choose not to, it is their forever as long as they maintain it. Even if I require a hefty deposit - to be refunded upon removal - all they have to do is forego their refund and the city is stuck with the mine in the street.
3. Grant Politician Additional Abilities & Motivation
- Urban Planning - Allow Master Politician to reposition structures (with inventory intact) without requiring them to be redeeded.
- Negotiated Missions - Politician skill can be used to result in higher payout from mission terminals (simliar to Smuggler slicing the terminal). Currently the politician class provides no benefit in earning income
Short term
1. Better income reporting, see BrianAlt's post that would be perfect.
2. Ability to see who owns a structure.
3. Make master politician worthwhile to keep.
Long term
1. Give politicians some way to condemn/move structures. Will be tough to prevent griefing, but there has to be some way for a politician to have more control over placement of structures in town.
2. Add content for politicians. Some kind of missions, or have NPCs come to town and negotiate trade deals or threaten to harass a city. If city decides allow them to get involved in the GCW, have Leia come visit for awhile.
3. New structures for placement in towns only. Give us some new types of houses that can only be placed in NPC towns. Give us the ability to modify terrain some, put in a canal or water feature. Give us ways to make our towns look more unique, and less like a collection of existing structures. Paving/road tiles, city walls....
Short Term
1) Fix militia: Reinstate /citywarn ASAP. (have greater no build zone around POI's if need be). Militia doesn't need /grantzoningrights. Alert to all online militia when person who has been /citywarn or /cityban has entered the city limit.
2) Some work around for terrain. Either loosen building requirements or allow mayor to "fix" some area, even if it's an amount per week of land changing.
3) Make being the Mayor more sought after and useful for the city. Suggestions:
- Have ability to have "Mayor" as a selection above player's head (instead of profession title)
- Give mayor some type of merchant like skills to advertise city.
- Give mayor some type of squad leader type ability (within city limits) to flash messages to militia or the citizenship in general on screen.
- Allow mayor to condemn unwanted buildings (either give it a timer for player to react, force an "initiative" vote to the citizenship, etc)
Long Term
1) City management functions:
- Detailed financial report, inflows and outflows detailed on 1 page. Hard to set a budget with current tools.
- Some kind of broader overhead city map to work on planning or see how buildings relate to one another when placed.
- Allow dyanmic time limit for granting zoning rights, in hours perhaps; such as */grantzoning rights 12* would grant zoning rights for 12 hours.
2) Planetary government? Allow politician to run for governor and inhabit capitol building? Whole new system here...
3) Allow city to declare faction alignment. This would have positives and negatives applied to each faction while in city. (All imperials within rebel city would not only have combat negatives, but also crafting penalties, or get fines for staying after some period of time, etc).
Short Term
1. Increase the number of gardens, fountains, statues, and other fluff that can be added to cities.
2. Restructuring the maintenance pricing plan for objects such as Streetlamps and other 'decorative' items so that they aren't overly expensive. (250 streetlamp, 100 Statue)
3. Better city management tools - tax/financial reporting, layout/zoning management and militia administration, "hit" count for vendors/structures, Screenshot of the whole city diameter.
Long Term
1. Allow more modifications to make a player city "feel" like a city and not just a cluster of houses. Paved streets, street signs, terraforming, apartment buildings, etc.
2. Restructuring Politician Skill points. 3-5 skill points so you can drop a few gardens once every few weeks is a bit excessive. Politician shouldn't take any more than the 15 Novice Points.
3. City Chat
I need a ledger of all money collected, donated and owed, at least by week.
Example:
Inputs
- Income Tax Collected: 200,000
- Sales Tax Collected: 100,000
- Property Tax Collected: 100,000
- Shuttle Fees Collected: 50,000
- Donations: 850,125
- Total: 1,250,625
Outputs
- City Hall: 110,000
- Shuttleport: 50,000
- 9 Streetlamps: 13,500 <-- this needs to be lowered
- 7 Mission Terminals: etc....
- ...
- Total: 365,000
Credits are only examples, not actuals (don't have the actual fees in front of me).
This would allow the Mayor to set realistic fiscal policy.
1. The ability to see the owner of a structure when examining it.
2. The ability to access the placement screen even if I have no lots left, to check alignment of things.
3. Street/Roads Tiles
IMPORTANT
4. Take streetlamps off decorations counter, but still charge city. Its outrageous that I can't place streetlamps where I want because I still have a few gardens and fountains to place. Street lamps aren't decorations they are in my opinion necesity to make it look like a city.
5. The live in look, most cities feel very very deserted, we need a lived in feel.
New Mayor here (2 weeks now, took over as Mayor in an existing city).
Short Term:
1) Some way to fill in large craters in the city. Our city is located on a Platue on Tatooine (Mos Mesric, so yes it's the Mesric Platue) and we have several large "holes" in various inconvient places, it would be nice to be able to fill some of those areas and make the city a little easier to build in. (We had problems with our Shuttle Port because of the placement near one of these "holes" )
2) Balance sheet. I know what the tax rates are that we are charging but I haven't the foggiest how much money they are really brining in. I do know we broke even last week for the first time (hooray!!) but I would like to see it broken out so I can get a feal for what is working and what's not.
3) Decoration costs - 2500 for a street light????? Let's get these into check.
Long term:
1) City wars. Let's give the Militia something to do, right now they are sort of useless. Cities should have the ability to delcare war on one another or at least be able to get citywarn to do it's job.
2) Mission Terminals- These should give the city a kickback of some sorts. Even at 10% it might start to pay for itself.
3) Random NPC's about town that give quests or missions out to citizens.
Thanks and congrats Baj on your new position.
yes I am copying this from my other post
/salute
At Fort xXx we are a Imperial military base aiming to be the Largest and strongest base possible when we are finished we will have a total of 18 HQ's in and around the Fort and there will be more. We wont be placing much of the player city structures as the HQ's provide it already, We have a hospital, Banks etc. I would like to know if its possible to Get faction buildings to place in the citys or the possiblity of getting them added in. As we are aligned and Loyal to the Empire.
We would like to place decorations such as Tie fighters on the ground and use the Imperial shuttle n shuttle pad as our shuttle port. Annarchy xXx is fast becoming a strong Imperial guild and very! military orianted the Fort is for the most loyal Imperials to use. So we like to use military structures as i think we are intitled to do.
You could make it if we have so many faction structures turrets/scanners and bases you can get the Tie fighter decor etc,etc.
Fort xXx is 1 giant Rebel fly trap so I feel strongly the Emperor would reward us in this way.
Possible structures could be:
Imperial Airport for the fighters n bombers
Tie fighter in its bay getting repaired by the droid
Shuttle n shuttle landing pad (such as the one out side the emperor's retreat and Nw of Mos espa at the imp outpost)
Imperial banners and flags.
Make the skill trainers be of Imperial NPC's so you get the Commando trainer in Imperial uniform etc.
This would help to make the game more Star wars feel and make the dominance of the empire felt!.
The rebels can have the same eqivilant Rebel version of each (although no rebel could start such a base on shadowfire but they are more than welcome to try as my people would love some sport)
So what you all think
Grettings!
Wow! There are some very neat ideas here! Politicians DO have very good ideas. I hope my suggestions may add to the texture of conversation.
Short term:
a) Please lower the costs of city decorations as they add to the character and mood of a city. Decorations and good design increase the moral of residents and encourage tourists. I totally agree with a previous post-ers who suggested the abilities to alter terrain and add canals, fill in pot holes, have city streets, but also fences, walls, gate houses and what not. A way to control the flow of traffic (pedestrial and speeder)in the city... like the fences. And Bridges over water! Excellent!
b) Better financial reporting... a must. Please allow us to earn money from mission ternminals and skill trainers to off set the costs to citizans. Or make these items a no cost item...
c) guarages would be cool...
d) /citywarn please.. there should be some way for the elected leader of a community to remove individuals who may disrupt the community as a whole.
long term:
a) city decorations for me... more varity of decorations and traffic patterns. City walls, fences, gates, would be perfect! Multiplying the number of decorations a city may have by 2 would be groovy! Signes and "place of interests like "senic view" that can be placed with-in the 1000k meters surrounding the city hall to name geographic features like a river or spit of land... a small lake or runis. A sign that allows a few "key words" to apear and then when u "read" it u get more info that was typed in there...
b) city faction points and city npc city militia.. how cool is this: a player police station or outposts that generate NPC militia to patrol certin areas of the city! AND/OR... when a mayor appoints a militia, they have maybe three additional "pet" militia to control to aid in policing. I would want them useful up to 1000k meters from the city hall but would be happy if limited to city limits. I would prefer for the mayor to actually place npc out-posts and have npc's patrol... then if a player who has /cityban or /citywarn tresspasses.. then they operate like normal faction points. Ive seen this principle applied with cities that were either rebel or imperial and they set a rebel or Imperial base and their npc's patrol... but as a neutral city we should also have some of these perks. either a large police station with many npc militia to place to patrol or smaller out-posts with the same patrol option.
c) i really like the idea of a planetary governing council... all meeting at the capital building.. but what would we discuss.. especially if cities are "at war" with each other? Also i like the idea of npc characters arriving at the city and discussing with the mayor trade or other diplomatic missions.. (i dont want it to stray too far form the context though.. no lowly city mayor should be receiving an envoy form another planet! as of corse the planetary government does that). Mayprial mission... interesting...
d) oh!!! and a "fire warn"... some way for a mayor to know way ahead of time the maintience level of residential structures... so if a player is absent and their house is to goo poof.. the mayor can either pay maintince or plane for the buildings demise!
Decorations and NPC militia is my controbutions to the discussion.. the rest is already wonderfully documentd!
*please see Athena Beach, Naboo, player city post under sunrunner galaxy forums
1. kickbacks from cloneing insuring using mission terminals using skill trainers.. they are technically working for the city .. so the city should get paid..
2. relaxing garden terrain negotiation.. its harder to place a garden than a harvester.. and would be nice if the planet grass wouldnt stick through the garden as well..
3. reduce maitance and specialties costs.. (as well as revamping the specialties period.. need something in my master box ^^
long term..
1. terrain alteration... walls... bridges... and pavement.. this would be in the short termm if i could have four)
2, more structures.. generic buildings that could be used for different things..
3. miltia..
Short Term
1. Need to have city chat should be number one 3 times over. Cities should be communities with the ability to have interaction with each other. It would be a great way to make a city more of a city.
2. Make Master and other skills useful. Readd specializations to master. Add kick backs for Mission terminals, trainers and cloning insurance. There should be 2 levels of kick back. one in respective skill trees of the placement skill at level 3 or 4 and a bigger bonus for Master.
3. Player garages
Long Term
1. Reporting of Taxes. Need to know where money is coming from and going to in more detail. Need to get emails of people that donate money.
2. City Zoning. There are tons of issues here. Need militia to have muliple levels so only some have grant zoning. Those with grant zoning should be able to place structure by themselves. Need to have roads and zoning footprints so we can control which types of houses can be placed exactly and which direction they face. Players will only need to select a lot with the correct style of house and it will be placed correctly. This allows the mayor to layout the city without the need of actually placing the houses himself!
3. Need ability to have concil members and have emails copied to them as well.
We need:
- More abilities to Politician
- Ability to delegate some of his powers and not just /grantzoningrights, much like what can be done for a PA; something like a city council
- Ability for a mayor to decide who will get /grantzoningrights inside and outside militia, removing for these city officialsthe need to renew this ability every 24 hours
- A timer on /grantzoningrights to that it can be set to last less than 24 hours
- Linking theentrance right to a buildingto the combat flaginstead of tothe TEF one
- Ability to declare a city to a faction
- Balancing specializations costs and benefits
- Ability to place static "commoner" NPCs
- Ability to place dynamic (i.e. mobile)"commoner" NPCs that would move according to the old system used for pets patrolwith patrol points set by the mayor or one of his/her assistants so that we get more lively cities
- Ability to get militia NPC members
- Ability to donate clothes and equipement to city NPCs
- city garage
- streetlights not counting towards the decoration numberlimit
- Detailed financial report with a break down of revenues and city costs
- city chat
- Pavement: a roll-over terrain tool to make a city feel like one
- Gardens with benches where you can actually sit on
- More gardens and house styles
- Bridges
- Faction flags in cities