Politician Archive

Thread: #3 issue: Militia ability to defend. Our Proposal needs your approval.

BrianAlt
Wed Jan 07, 2004 2:15 pm
#27






Polenth wrote:

A fair number of coverts (myself included) are in the faction for PvE, not PvP. Covert detectors are a fact of life for coverts, but they're avoidable. You can see them, or see someone dropping one and run before it is completed. I don't like the idea of an instant-death covert dectector system, with no risk to the one using it, just for walking over a city boundary I didn't know was factioned. Coverts aren't considered so much 'at risk' as neutral, but still shouldn't be placed in a situation where they will be griefed.


I wouldn't mind militia's being able to covert detect if:



  1. Covert gets a warning that someone is trying to scan them, and has a time limit to escape the city boundaries to not get detected. Could be 2 mins like the last city warn time. If they leave the city, they won't be detected (unless they walk straight back in obviously).

  2. Only overt militia members should be able to do it, and only for members of the opposite faction. Otherwise neutral/coverts could force coverts to have a TEF, and leave turrets/NPCs to kill the person at no risk to themselves. Also works out for neutral cities, as I've yet to see a neutral city that encourages faction members to go overt. By tellingthe militia to always make sure they are covert on duty, it guarentees to visitors the city is safe whatever their faction.






1. I'm in agreement, but not only coverts should be aware. Anyone being scanned should be made aware.


2. I agree, only militia. But, how do you know if you're the opposite faction with someone?




Norel Dragonslayer - Master Architect - Master Artisan
Mayor - New Coventry - ♥ The Heart of Corellia ♥
Coventry - Coventry PA
Chibi-Bar
Wed Jan 07, 2004 2:28 pm
#28

I agree.. you have to remove the /grantzoningrights from militia and make it assign abilities.. with that ability I may have only 10 members who I totally trust with this ability.





Sasheria Windsong

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ToranTT
Wed Jan 07, 2004 7:25 pm
#29

I really like the idea (#3)of Militia being able to act as covert faction scanners. Especially as it is so difficult to place CFSs within city limits.


However, we have had situations of griefing from same faction or neutrals, so #1 is definately needed, and #2 is good for the pets.


It should be enough for the time being.






Aeroun Sunflier
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Newton13
Wed Jan 07, 2004 9:12 pm
#30

I'm in favor of 1 and 2, for most of the reasons already stated.


I have a problem with #3. I would have been in favor of it when we were a factional city, but now that we have everyone and the kitchen sink (and a slightly lopsided militia) in the mix, there's too much room for griefing the neighborhood. I already have my finger on the button the minute someone gets ganked for the wrong reason(s), and #3 would just give my loose cannons a reason to "party" without my approval.. and possibly destroy our precarious postition of "unarmed truce".




----------
Twi'leks have more fun.
Jarob
Wed Jan 07, 2004 10:36 pm
#31

Well as the original author of the /cityignore idea I obviously like it being included. However I do feel it might make sense to have a timer on it to make it a bit lighter. I had asked about 2 hours in my post and did not get a lot of feedback about having it on a timer.


I would love to include the power in /cityignore to exclude them from entering buildings besides the ones they have admin on or own. I think this would be the icing on the cake. Just /cityignore and retire to the cantina and you don't have to worry about them coming in and using pets to be a pest. Sooner or later they will get tired and move on.


Also on the role playing aspect why not add /citywarn back in and make it something someone has to ACCEPT like a /duel. Then you can roleplay it and have a blast, maybe even have a message sent to all militia no matter where they are "%TT has become an enemy of the city, remove him at all costs -- The Mayor" This is not my idea someone else posted it on the /cityignore thread but I think it would be a good addition to the /cityignore ability.


I would love a /peteject command as long as the pet was owned by a character that was currently not in combat. Or perhaps the pet was "idle" for some period. Of course don't foget droids that are on patrol.. While you're at it can we add vehicles to this?


I would really like #3 as long as I could turn it off city wide or perhaps just turn it on for certain members of our militia. Much like the +/-Mail option for the guild etc. I know I will get flamed for this but maybe this could be an "ability" that could be charged to the city in maintenance along the lines of simular costs to buy a covert scanner.


Also somewhere PLEASE beg them to take /grantzon away from militia and have it be an option for the mayor to turn on either for all militia or certain members. It's the SINGLE reason I have been limiting my militia appointments. We have a very carefully designed city and accidently let one person have this power and they made a mess in less than 24 hours. At this point our policy is to place all houses on behalf of the citizen and we /transferStruct it to them.





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LuciferMullins
Wed Jan 07, 2004 11:44 pm
#32


Chianti wrote:

Bajeezus,

I like a lot of the proposed tools such a cityignore. However, bringing back /citywarn is a bit more complicated due to the fact that it was used to control access to POI and other content in the game. I have a proposed solution I'd like you to bring up to the devs for feedback.

  1. Create a 100-150m buffer radius around POI so city militia have no rule even if the POI is smack in the middle of their city limits.
  2. Leave the citywarn timer on 2 minutes, allowing ample time to reach the POI buffer zone. Warning expires when entering the POI buffer zone, meaning they would need to rewarn them after leaving the POI to make them attackable.
  3. Implement a /cityleave command, so that people who are unwilling to participate in the pvp aspect of this game can quickly be ejected from city limits should they be warned. Have them ejected in the direction they were facing so they dont have to backtrack around city limits without being forced into pvp.

I'm pretty sure the two griefing aspects the devs were concerned about are covered in this proposal. People who are unwilling to participate in pvp can no longer be forced into it by using the /cityleave command for quick and easy removal from city limits. Additionally, cities with intent to control a POI will no longer be able to because of the buffer zone protecting bypassers, and the 2 minute timer on warn allowing ample time to reach the POI buffer zone.

Comments?






To Point:

1) Nuke all city powers within 1k-1.5k of a POI (just like a no build zone). It's not your personal playground after all.

2) Turn the timer to 5 minutes, Though I can't test load/get warning/leave from center of lvl 5 on a min spec computer (min spec on SWG retail box), It should basically be 30-60 seconds beyond the time to complete that series.

3) Love the last one, but with their spatial coordinate system it would almost assuredly be messy. To say the least I would not expect it for several months, if ever.

This creates a nice buffer so a couple of smaller cities can't buttress each other and create another personal POI. Controlling the area around a 2k-3k radius (1k-1.5k from center of POI) is much for difficult than a 150m radius (75m from center).



Degriz Morningstar
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PsychoticChipmunk
Thu Jan 08, 2004 1:56 am
#33





I wouldn't mind militia's being able to covert detect if:



  1. Covert gets a warning that someone is trying to scan them, and has a time limit to escape the city boundaries to not get detected. Could be 2 mins like the last city warn time. If they leave the city, they won't be detected (unless they walk straight back in obviously).
  2. Only overt militia members should be able to do it, and only for members of the opposite faction. Otherwise neutral/coverts could force coverts to have a TEF, and leave turrets/NPCs to kill the person at no risk to themselves. Also works out for neutral cities, as I've yet to see a neutral city that encourages faction members to go overt. By tellingthe militia to always make sure they are covert on duty, it guarentees to visitors the city is safe whatever their faction.






I also like this idea, not as a mayor but as a rebel that goes bar hopping across dantooine.


I would still like to see militia powers being grantable per person instead of just blanket power in the same way a PA works to help control the members a bit more easily as well as distinguish between people. (maybe even eventually have a militia stronghold building like a station house to make it even easier)




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tiberian_death
Thu Jan 08, 2004 2:11 am
#34




3. Covert Factional oppoonents. Allow militia members to act as covert detectors.Making covert detection a militia power would be a nicestep toward re-empowering militia that would go beyond the already available covert detectors as a means ofanswering the request for an ability to remove covert enemies from town. For covert factional players, this might mean some difficulty around POIs dominated by opposing faction towns, but not more than what is already possible in a town with covert detectors. However, factional coverts do not rate the same level of protection from game systems as true neutrals do. Neutrals have opted out of PvP entirely, while coverts have opted for a status which can expose them to PvP combat, even against their will at times, such as when they areTEF'd by a covert detector.






Ok this is a nice idea for mayors that want to make a city completely one frction but if you took a poll I say less then 1/5 of all the mayors actually care about what covert faction is running around their streets. This doesn't solve the biggest problem which are overts. See overts are the ones that can kill our entertainers or doctors and anyone else that might have a TEF aside from anyone running around overt. We need a /citywarn just for overts so a city is able to control whatovert factionis inour city. Now before anyone jumps out and talks about this being a form of a shortcut to controlling the GCW or not actually going overt you have to realize that there are neutral cities that don't won't overts of either faction running around their city. They don't have the easy option of attempting to find someone of the opposite faction to come and take care of the trouble maker overts because that just causes more trouble. We need a /citywarn that only works on people that overt to ensure they aren't running a muck in our city.


Maller Malice


Mayor of New Aldera





Maller Malice
Former Mayor of New Aldera
Selling Loot, Meat and Resources south of Cnet at 364, -5476, vendor named Loot, Meat, and Resources.
BrianAlt
Thu Jan 08, 2004 6:28 am
#35






Polenth wrote:


1. I'm all for giving neutral and same-factioned members a message... but it has no impact on them, as they can't be detected, and therefore can't be attacked.


2. You don't know, but the game does. It just wouldn't do anything if you tried to scan someone in your faction (though you do know this...), or a neutral. The only advantages to covert detecting your own faction is to grief or exploit. Hence it should react just as it does to a neutral, with some sort of nothing detected/fail message.




1. Ok. I'm in agreement.


2. The good part about this is RP and gameplay. If I'm neutral, it's still possible that I want no one to be sure I'm neutral. In fact, if I'm being scanned in a city, there's a good chance that I'll leave 'just because'.




Norel Dragonslayer - Master Architect - Master Artisan
Mayor - New Coventry - ♥ The Heart of Corellia ♥
Coventry - Coventry PA
TreloreTinee
Thu Jan 08, 2004 7:04 am
#36

I agree with this proposal.

1) reinstate city warn on a 3 minute timer

2) set a 500m radius around POIs in which /citywarn does not work

4) people who are /citywarned, if killed within the city, are forced to clone at the nearest NPC city

Also the ability to /citywarn the pet displaying a message to the owner that the pet has been warned so he can store it or leave would alleviate that griefing method as well.



Mayor Trelore Tinee

Bloodfin - Naboo - Lianorm Point

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Havoclord
Thu Jan 08, 2004 8:06 am
#37

I agree! Get to it, Bajeezus.


/think I have a good feeling about him!


Yours,






Delano Duvivier ::Elder Master Commando
Onaled Duvivier :: Elder Dark Jedi Knight

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Skinktor
Thu Jan 08, 2004 11:35 am
#38

The covert scanner thing is the best idea i have heard all day


/agree 10,500%

SacredNemesis
Thu Jan 08, 2004 1:20 pm
#39






Ewach wrote:





Bajeezus wrote:



I also propose seperation of militia and mayor... this way more members can be militia without the power of grantzoningrights. (basically split into two groups which a player can be in both.. or have them as assign abilities)


I want to handle this within the politician skill/gameplay issue. If we are going to come up with things for non-mayor politicians to do, then this concept might be one of those things. And removing /grantzone doen't really have anything to do with defense or the /warn issue, so I left this out for now. Is that going to work for everyone?






First - I agree with the majority of posts here on #1 (cityignore) and #2 (abandoned pets removal). On #3 (covert detection), we also have a neutral (or better description - multifactional) city. I do not think giving militia covert detection capability is a wise move.


Second - On your point about separating grantzoningrights from militia and handling it separately. Perhaps I am a lone voice on this, but I think not.


That issue is FUNDAMENTAL to this topic in my opinion. Until militia do not have the ability to grantzoningrights, my city will not have a robust militia. If I do not have a militia, what does it matter the additional abilities (/cityignore, for example) we get as I will not have a militia to perform those functions. From my reading of the other threads on this, there are many Mayors that would agree with me.


So - my recommendation is that this proposal on militia INCLUDE a request to remove grantzoningrights from militia.






I agree with Ewach here. Militia needs to be separate from 'mayoral powers' as in /grantzoningrights. My city also will not have a robust militia until this power is removed from them. They will simply be a Militia in name only on a list that I create in my private forums. They will have no power, other then torally members of the city to defend.


It occurs to me that this command was granted to the militia, not for housing placement, but for factional structuresand was just 'lumped' in withthis permissions flag. Maybe I am analyzing this incorrectly, but itis apparent to me that if a Mayor has the ability to construct a defense for hiscityby strategically laying out a HQ and the placement of other factional devices, then he also is in control ofhow the city is built and who can build in it by the use ofzoning.


I propose that instead of /grantzoningrights use by the militia, that they get a different command. Call it /grantmilitiazone or some other such name.Allow this power tobe excercised bymembers of the militia under PvP ACTION, a first response or defense initiative and the power to be revoked or lasting forX hours.PvP ACTION could be described as any covert who enters into the city and would tie in nicely with /cityignore. The /grantmilitiazone command could invoke an alert system as well, notifying all members of the militia and the city that they are under war conditions.


I don't want to hijack the thought process in this thread. I merely want to point out that I don't feel you can separate the /grantzoningrights from this issue, and I agree that it is FUNDAMENTAL to resolving this line item.




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