Politician Archive
Thread: Politician Top-Five for official submission:
Excellent job Bajeezus.
I have few comments if it's not too late. I agree with Zallon on having some money to go into the treasury from the trainers and mission terminals every time someone uses them.
Also, if we can have some type of method/ability to identify the owner of a certain structure within the city limits, and to have the ability to destroy structures to prevent ghost residences in the cities and/or to prevent urban planning conflicts. And if possible to have these abilities accessible not only within the city limits also 50-100 meters beyond the city's radius.
Thank you again. Keep up the excellent work.
Regards,
Visedar Sar
Mayor of Darjani, Dantooine, Valcyn
www.darjani.com
What about some commands to get informations on structures in the city zone ?
I kinda feel weird that you re not able to identify the owner of a structure in a city zone when you re the Mayor.
And remember that Militians can placestructures too.
Another thing... Can we have a way to delegates access right on some Mayor commands like electing a Militian leader/recruiter.
Can we have fix on what s running now, shuttleport bug (missing term/droid), unability to remove someone from the militia, old citizens still receiving City Mails... Try to get an ETA on these fixes at least ![]()
Oh and we talked about it since Day 1, Add Spynet Operative or remove the BH terminal from the list.
Add the Bio Engineer to the Trainer list.
Nice report anyway Bajeezus.
Rufkin wrote:
#3 Miltia: Defense of the city
- Maybe it's just me, but I didn't see the change to the militia's /grantzoningrights ability in this list, or the bug list. This issue is #1 in my city, and seems to have been forgotten when everyone started thinking outside the box.
There was significant support for some ability to move zoning rights out of militia to some other function in the city, as well as ability to manage militia powers and abilities in more minutely. I set the top-five issue as it is because the overwhelming concern regarding the militia is the revokation of /warn, and since /warn is not coming back, I tried to frame the discussion in a way that might have a chance of being addressed by the devs. I'm definitely responsible for not making this a more "multi-issue issue", and if you feel that it has been forgotten, that's my fault.
Remember that this top-five comes back to me again from the devs for a counter-response before it ever goes back, and that gives me a chance to see what the devs are thinking in regards to militia and whether they are looking to make some changes soon - in which case I can bring in the idea of separating /grantzoningrights - or if this stuff is on a far back burner.
If they can't fix what is already in the game, why are we asking for new-broken stuff?
The posters on this forum cooperativelyset the priorities for the top-five list,it reflects what they think about the profession as a whole. I'd say thatthe perception is that the bugs we have in this profession are annoying, but that there are work-arounds for many of them, such as the Gardenplacement bugs, and that others, like XP loss (which I suffered this week myself, losing 9600xp) or multiple updates are not game breaking. Folks are just more generally concerned with the fact that they spend 77 skill points and end up with just a handful of skills that can be used on anything more than a rare occasion, and they placed that as an overwhelming #1 issue.
Great job on the list. Seems like a wish list to me. I'd love to see a lot of it, I just can't see them having time to fix the old stuff if they're spending it on creatingmany of these very complex new ideas.
I think you may be on target with that assessement. I know the devs have a full plate in front of them and that "wish list" items are going to be looked at and stored away for the future in most cases. I'm hoping that we get some happy surprises in the reaction we receive to our top-five. I think we have a good chance with our #2: Finance Reports, and it would be nice to get a commitment on Garages. The other stuff, perhaps outside of some things like a city chat channel or maybe message of the day, is most likely going to go to the "nice idea, hold onto that for us" file.
What is that silly thing of "faction cities"? All the cities are imperial ones, or the planetary authorities wouldnt allow their founding. This is a STAR WARS game, not SIM CITY. I think the point about faction cities is a really bad idea, and that will be bypassed by the developers.
If a city declares its faction being "rebel", i would expect a squadron of TIE Bombers coming down from the sky and leaving behind ruins (orbital bombardment,allimperials generals like doing that). That's the Imperial Way.
Overt members being covert detectors? Bah! Another silly thing. Neutral cities? **edit**, every city of this game is under Imperial law. Even Moenia.
Please, remember: this is STAR WARS.
David
I think your ideas are excellent, I like every single one of them.
There is no advantage to climbing the Political tree just to get options that your city cant afford. One option I always thought would be interesting would be for those costs to improve with a more powerful politican. The costs structure is out of wack.
Arnjo
Mayor Lakeside, Naboo
Flurry
/cheer
all 5 of those things are must have's
especiialy gameplay, militia, and faction
Debe-Mayor of ShadowRealm
Naboo, Tarquinas
While these are interesting points forwanting to continue with this skill tree when you no longer have a city. What about cleaning up the existing tree? Now without a doubt this is not as needy as say Squad leader but it does have some glaring issues to tattend.
The first issue is cleaning up the City Customization line. Here are my suggestions for evening out the city customization line.
City Customization I Municiple enhancement. Street lamps, Place Statue
City Customization II City declaration: Fountain, (possibly) small garden.
City Customization III City Beutification: Place Medum garden, Place enhanced fountain (with statue)
(possiblyAdd small stat regen for citizens while inside the city.)
City Customization IV City Sites: Place Large Garden, Place large statue/fountain, Make a municiple building enhanced. (coloration or aditional features to city hall).
Place exotic gardens should goto Master politician. Also add Place wonder (something we can add to a build option such as collosus, grand arch, special building (hanging gardens etc))
The Civic Policy line is well designed pehaps we can add a master politician ability that reduces costs on things wihtin the civic policy line.
I would not make factional cities. The idea of rebelion is they are not easly found.
however for martial policy It would be good if at master politician you can set out a factional recruiter and or add factional malitia.
For Fiscal policy what about a reduction in factory maintinance fee's and some kind of small reduction in all building maintinance costs?
My 35 and a half cents.
Security of Chillastra.
However, I think that I would add some sort of combat/persuasion skills to the top 5, especially some of the ideas in your other post. To me garages seem to not be as vital, in that to leave a planet you have to go to a starport with a garage anyway, so you could just get it fixed then. I think if you give too much power/ability/function to the player cities then the major cities will turn into wastelands. I like the fact that a few things like bazaar, garages, some trainers, etc., are still to be had in the major cities.
But back to my original point...as much as some might try to deny it, combat is the central focus of SWG. Yes there are other ways to make a living, but even crafters/healers are designed to help combateers. Because of this I would like some sort of combat/persuasion ability added to the top rungs of politician. A lot of the ideas on the relevant post are very good; I especially like the ones about trading non-GCW faction and persuading NPC's, though I believe that latter would be very difficult to implement. (Can you imagine me running around controlling a bunch of Nightsisters? That would be sweet.)
The other opinion I have is about militia members. I don't think tweaking /grantzoningrights should be high on the list. One quality of being a good leader is surrounding yourself with good people. If you can't trust a citizen, no matter how great a killer he is, to place a building where you want it, then get rid of him or tell him if he doesn't listen he won't be militia anymore. (But I have had problems trying to remove militia members!).
There's my two cents. It was great to look at this forum and see all these ideas I had been running around in my own head. Thanks to all who submitted!
Mayor Ega Obypt
Galactica - Talus - Shadowfire
auroraman wrote:
The other opinion I have is about militia members. I don't think tweaking /grantzoningrights should be high on the list. One quality of being a good leader is surrounding yourself with good people. If you can't trust a citizen, no matter how great a killer he is, to place a building where you want it, then get rid of him or tell him if he doesn't listen he won't be militia anymore. (But I have had problems trying to remove militia members!).
I will not stand down on this issue:
It is not just an issue of the members putting things in the right location. It is an issue of militia members actually being spies of the opposite faction. (yes, even though they are in your faction now, yesterday they were your enemy, and you have no way to tell)
The other thing I would like to make abundantly clear to EVERY politician is that the option to remove militia DOES NOT WORK. I put in a ticket, and the response the CSRs gave me is, "You can not remove militia members."
Therefore, you have no way to defend your position on zero tolerance, so if any of YOUR militia screw up, what will you do? Complain that this is broken, or remember when you said it wasn't an issue. I think you should re-consider the facts. Until all the bugs are hashed out, to include adding the option of removing /grantzoningrights from all militia to only a select few, everyone's city is at risk of not only take over, but even being destroyed.
Avery simple scenario: You go to sleep (something that everyone requires and puts you AFK or Offline) when you login or return, you find that you have 30 new citizens, one of them has placed a guild hall, and another is running against you to be the new mayor of the city. Oh yeah, they are all of the opposing faction. In one weeks time you will be out of office, and likely unable to even grant zoning rights so that you can create voters for your side again. Hmm, I'm not opposed to some competition while running for mayor, but if it is a downright take-over, and the number of people that join while you slept out number the ones that were citizens before you went to sleep, you are in a very tight corner. Do you see a solution? I don't. I see a way to prevent it from happening: Simply change the militia from all of them having grant zoning rights, to only those that you chose.
Don't say it can't happen to your city. You have no way to tell what the people will do, you don't even know most of them. You might not even know any of them RL, and you are trusting them to protect a city that cost the citizens (or yourself and a very limited number of friends as is my case) millions of credits to create, ntm the months of time spent, and the Skill Points. I would hate to see this all go to waste, for anyone, when it can very easily be prevented.
Still don't believe me? I bet you can be fooled, I have to say that I am not trusting, as you can see. However it is for good reason. I've had, on several occasions, new people walk up to one of my militia members and say, "-your mayors name here- said I could join this city, but he is offline right now, could you grant me zoning rights?" That has taken place too often in this game, and I hope none of you will stand by while it happens to others when you have an opportunity to prevent it.
Vote yes to the change in /grantzoningrights for militia members.
Rufnik, Warmaster 3433
Mayor of Amber, Corellia
Bria
Great job!
Just, what about more decorations. I really want to be able to place more than a few streetlights in a few corners of the city. Gah...Make it at least 10 times more than it is now.
Regards/
anyone else think we spend too many skillpoints on this profession and is quite unfair to us politicians? this was a nice stint as mayor, quite tired of it, finding a replacement is like handing someone a ticking time bomb, no one wants it
charb wrote:
anyone else think we spend too many skillpoints on this profession and is quite unfair to us politicians? this was a nice stint as mayor, quite tired of it, finding a replacement is like handing someone a ticking time bomb, no one wants it
lol
Aye!
I'll put my signature on that!
Derbe Wie'rick - Mayor of Free Haven, Naboo, Valcyn Galaxy