Politician Archive
Thread: Politician Round Table Discussion, Week of 7.1.2005 /cityban and Defending Our Cities
Khristen wrote:
- Player Cities are not factional entities. While Player Cities may contain factional elements, the city itself is a neutral entity. Faction bases have their own defenses that are unrelated to Player Cities.
I must make a quick note on the above statement. I have a major philosophical issue with this statement. Until such a time as the game provides another option for a large group of factioned players to build homes, place shuttles, banks, and cloners all within an area they patrol and defend, certain cities will continue to be factional in effect regardless of whatever statements such as the above are made and regardless of the source. Intentions and reality are often only distant relatives.
Now for the requested feedback...
City Defence
Militia
I also agree with the earlier post that suggests basic combat bonuses to militia within the city limits, and those bonuses then being increased for the Stronghold specialization.
City Ban
The list of those banned should be viewable at the city terminal. A new entry on the city ban list should be possible at the terminal without having the player within target range. If you know a particular person is a "criminal" as far as th laws of the city is concerned, and is undesired, there is no reason for that person to need be present in order for thier status within the city to be changed. The terminal should also accept guild names for this function the same way private structures do. Pardoning a player should also be possible without them present with use of the terminal.
Banning a player should result in their citizenship status being revoked. If a player is currently banned, they should be denied the ability to declare residence within the city. As already stated in an earlier post, a player who at one point is not seen as a threat to a city will not always remain viewed in the same light.
I agree with the post suggesting that an option be included in each private structure to automatically ban all individuals on the City Ban listing.
Zoning and Transferring
Zoning should come in two variaties; one structure placement and unlimited structures within 24 hour period. /grantZoning should only allow the placement of a single structure. /grantMultiple (or any other new name) should be the command for the ability to place more than one structure. A new comman, /grantTransfer, should be needed to be used in order to grant someone the ability to transfer a structure that is insidea city. If you have not been approved to place a house, you should not be considered as being approved to own a house within the city. Keeping this as a seperate command from zoning commands also adds the ability (if above changes in militia function are made) selectively allow militia to grant transfer permission to assist people who may be moving or switing accounts, etc, without giving the militia the ability to allow for the placement of new structures which could interrupt city design.
City Ignore
this idea has already been presented in earlier posts, but I would like lend my support of it. /cityIgnore should remove all bubbles from spatial originating from the city ignored person.
City Bounty
Message Edited by KhoevenNalarDre on 07-06-2005 03:51 PM
At bria there are a few groups that are allways trying to take over entire cities... Sometimes they wait for a city to be about to grow, and they start placing structures around it and declaring residence there. Once the city grows, they are automatically citizens, and being as many as they usually are, they vote against the mayor, and game over....
I believe it would be great if the mayor/people in militia could accept each of the new citizens... Maybe they could place the house with that method, but for sure they shouldn't be able to vote against the mayor.
Maybe they could be given a few weeks and then see their house packed into their datapad too, those two measures would for sure save cities from that kind of strategi.... And mates, whenever the empty houses are wiped, maaaany cities will be in danger.
Apart from that, a mayor (or maybe a council between the mayor and other members running for mayor) should be able to move houses out of the city, in case that people has left long ago, or they are a threat for the city.
Another way I've seen to take a city is to grant permission to a player and then forget revoking that permission... The player can place a house and transfer it to another member of his group, then do it as many times as he needs.... Again the idea up there would make the city safe against this kind of behaviour...
Khristen wrote:
- Player Cities are not factional entities. While Player Cities may contain factional elements, the city itself is a neutral entity. Faction bases have their own defenses that are unrelated to Player Cities.
- Barriers--be they physical or invisible--are not going to be allowed. "Walls in any MMO always lead to a variety of challenges and problems, both technical and social." -- Thunderheart
- Player Cities are not meant to be gated communities or private estates. No player or group of players should have exclusive access and passage to a potential of a 900m diameter area of game world. "The intended role [of Player Cities] is for players to gather in cities and create large social groups." -- Thunderheart
Ok well Thunderheat clearly needs to smell some coffee if he thinks cities and towns aren't going to be faction based... in most cases: they are; they're huge places owned by guilds or guilds of the same faction. Theres a few cities that are mult-faction but that's because the guild itself is multi-faction. That statement is totally flawed and a further slap in the face as there are 3 permenant NPC faction cities. You can even make your city a "Stronghold" which is supposed to give your militia a combat bonuses - ohh gees I wonder what that could be for.
For neutral towns we have NPC CITIES (and we got the devs moaning these aren't being used enough)!!!!! Cities are faction based and if they're not it's because the people running it have choosen to make it so. Those that want their cities to be faction orientated place bases and place guild bans on their shopping malls etc.
If a city wants to stop the opposing faction from coming in; using their shops and structures: whats the big deal? Sure they've shot themselves in the foot by limiting their customers but so what? That's their problem. Quit holding our hands and holding us back.
Why ANY of the quoted text would prevent a city from having watch towers & fencing/walling is totally beyond me no one is asking for an impenterable city wall with 500k HAM turrets ever 30meters.
On Cityban
- Add menu onto City Management Terminal to see who is on the Ban List
- Add ability to ban entire PA much as you can do for structures
- Add ability to ban people from the city management terminal.
- Add option to have cityban list applied to structureban (Owner/Admin option)
On Grantzoning
- Create Civic Council which would have authority for /grantzoning (Shouldn't be Militia function)
- Civic Council would automatically have /grantzoning active
- /grantzoning would only work for a single structure placement
- /createzoning would let a Mayor reserve sections of land for specific placements. For example: They would reserve a small house plot which could be used for small houses, medium for medium, large for large, factory for factory ect. A misplaced structure wastes land which diminishes the potential for everyone.
I realize the Developers have said this and that about Player Cities but overall this forum is for us to provide feedback. The point of a forum is ruined if we are unable to discuss things because they declared they don't want to listen. In practice cities are used for factions, they are used for private fiefdoms but overall they are used as a place where like minded folks can live together and have a place they can call home.