Politician Archive

Thread: Ideas to set Player Cities Apart from NPC cities: Updated as of 7.14.2005

LuciousOtso
Sat Jun 18, 2005 8:57 pm
#27






Sophos707 wrote:

I love all those ideas LuciousOtso! I can only imagine how much player cities would ROCK if we had those things! I can seeit now... Publish 20: PCU (Player City Ugrade)








Don't tease someone who has become such a dedicated politician (after all it is my fav proff) with such a thing!!!!!!! (prays that it will actually happen).
LuciousOtso
Mon Jun 20, 2005 10:54 pm
#28

hmm... everyone's ideas are updated and hope more people keep posting here to keep them all in one place
Sophos707
Tue Jun 21, 2005 3:11 pm
#29


I love love love x 1000 the idea of Player Faction Strongholds. Here's a couple details I would throw around for them.








1. Defenses
Turrets. Theability to place turrets at any location in the city, taking the same space as about a large harvester.
Militia. The city militia would have an added offensive bonus ('cause they know the terrain etc) but would also be constantly on combantant status when inside the city. So basically Militia members would be "tougher" than usual when in the city, but they could always be attacked.
NPC. The city could hire NPC faction pets to patrol the city. They would randomely roam within the limits, or strut about a particular pattern designated by the mayor(?).
Towers. A building that provides extra defense bonus for ranged players. People in the tower could not take damage from melee toons, but would be particularly vulnerable to long range weapons such as rifles and carbines.
Bonus. The city itself would provide a +50 (?) defense bonus to anyone with the same faction as the city is aligned to. (of course, only when they are inside the city)


2. Non-Combat Structures/Items
City Halls.New types of city halls would be allowed. A new generic one for nuetral cities, as well as new ones based on faction.
Stragey Rooms. A building designated a "strategy room" could be placed. Besides faction terminals, recruiters,and things like that, this room would offer some special items not available elsewhere:
Φ- Map of revealed faction bases (see "quests" below)
Φ -A large "digital painting" that constantly updates the GCW score for the planet.
Φ - A"long range scanner" than can seek out opposing faction members up to 1000m away (NPC or real).
House Deco. Aspecial factionpainting, only allowed in the homes of those living within an aligned city.
Statues. Reward statues, or hangings, awarded one at a time per battle won in the city.


3. Missions/Activity
Raids. Periodically (more than now) opposite faction NPCs would raid the city.
Quests. (see Statues above) Special quests for the cities would be given to the cities, perhaps through the "strategy room" where they can recieve rewards for the cityas well as themselves.
Status. (Combatant/Spec Forces) The cities could change their combatstatus, if aligned, from combatant to spec forces.However, the change from Spec Forces to combatant would take up to a week because of the large amount deception needed to hide the city. If a city was "spec forces" then everyone in the city be at least personally combatant. If the city wascombatant then everyone could choose their status.










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LuciousOtso
Wed Jun 22, 2005 9:12 pm
#30






NihiMetal wrote:


Slightly more Advanced



  1. Allow Master Polititians the ability to "excummunicate" citizens

    • This would allow the Mayor to revoke a person's citizenship
    • They could not "remove" their house, but they could remove thier citizenship

Slightly more Complicated



  1. Allow Master Politians the ability to "relocate" houses

    • With the players concent (like a Doctor Rezzing) the Mayor could "relocate" a house from one area to another without having to pick up all the items in the house
    • This would also apply to "condemed" buildings and concent would not be needed.
    • Houses could only be placed within city limits
    • There would be a cost of $50k to relocate the house




  2. Do not allow players to place houses OUTSIDE a player city or NPC cities

    • IMO (while controversial) random house placement has trash up the planets and really damaged the feel of SWG
    • By allowing players to live in NPC cities and Player cities, there are plently of options out there
    • SoE could even add some "villiages" that are small and isolated for some good RP or for the players that just want to be out on their own (Mos Tieka for exapme or even Wayfair)
    • Limit any *new* Player Cities to outside 2,000 of a NPC city, POI, and /orother Player Cities. This would only apply to new cities. However, if you city falls, then you would be held to the new rule.

  3. Allow Master Polititians the ability to "exile" citizens


    • This would allow the Mayor to remove a player;s houses and all the items in it
    • This would take place30 days after a player has been "exiled"
    • The player could receive a "re-deed" that they could place anywhere they please. Once placed,all thier items and house wouldbe relocated to that location exactly as it
    • That player has 30 days to re-deedor all the items would be placed in a "Safety Depost Box" where they could retreive thier items later
    • I know this one is "contraversial" too, but I am tired of people in our city that later become a harrassment and / or refuse to move thier house and impeed city restructure plans. This is not that painful for them.
    • There would be a "cost" for the city of 250k per EXCILE move.







As what the devs have said i don't think we will see any of these because of how huge amounts of griefing could be caused. Also this would give a lot of power to one person; even if they are elected and have all these results.... i added your other stuff to the list but maybe we can refine the above a little bit more?


Upadate everthing and everyone
RynnnDraggon
Thu Jun 23, 2005 5:03 am
#31

I also like the idea that someone mentioned Painting the walls and changing the colours of the rugs in the houses, why not allow us to change them on our own Terminals for the houses, give us a small palatte with Good and pretty colours, Not like what we get for our vehicles. Those are all bland and ugly, but like Fusica pinks, blues, purples....I have alsways wondered Why the devs gave the NPC's the best looking and the cooler looking items than the actual players. we get one colour in the small plants when the NPC's get blues, pinks, and purples.

How about listening to us and allowing us better Loot...things that don't already have identical looking items in game that are named differently...


Allow us to Turn things Upside down and Crisscross them on the walls like the devs have done for the NPC's


I have seen tons of items, rugs, counters tables, dishes, etc that the devs have given to the NPC's, why not let the paying players have those items as well, and don't make them extremely Rare drops like they did the spinner blades...I say allow Master artisians and master Arichtects to make them...Quite Frankly, I'm sick of looking at all the same furniture and the same loot...and WHY do the Devs insist on making all the furniture look as though it has all be dragged from the Dump???


They are filthy looking and disgusting with stains and spots and rips...Bleeechh...If that was my furniture, I'd be doing some serious shopping...


Anyone else with me on these ideas as well, and I really like the ideas people come up with.


Keep posting, maybe the devs will give us some of this in the next couple of patches....Pleaseeeeeeeeee????


Thanks.


Rynnn




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Elcar_Crestingmist
Thu Jun 23, 2005 6:31 pm
#32


Here's my idea for a working hotel:


The actual hotel would be built by an architect. Every hotel deed would be identical but the size would be based upon city rank:


Small (rank 1 city)

Mediium (rank 2 city)

Large (rank 3 city)

Grand (rank 4 city)

Resort (rank 5 city).

Hotel size (ie City Rank)would determine the number of available rooms:


Small (6 rooms)

Medium (15 rooms)

Large (25 rooms)

Grand (40 rooms)

Resort (60 rooms)

The actuall rooms would also be built by an architect. These rooms would be purchased by the hotel owner and placed upon a vendor in the hotel lobby (ie registration clerk).


Only a mayor or Master Merchant would be allowed to place a hotel with the rent proceeds going either to the city treasury, in the case of city hotels, or into the bank of the player, in the case of merchant hotels.


Room rental would be set by the building owner, ie. the current mayor or merchant running the hotel.


Renters would receive a deed which they would use to place the room within a vacant area of the hotel. Using a deed system would allow each room to be considered a seperate structure allowing for a structure management terminal for each room. If the renter chose to reside within the hotel he could declare residence thus being allowed to vote, run for mayor, be a member of the militia, and be subject to income tax butNOT property taxes. Maintenance for the individual rooms (ie Rent) would go to either the city, or the merchant owning the hotel. The hotel itself would have a seperate maintenance cost and the main structure maintenance terminal could be used to adjust room rates. The actual hotel WOULD be subject to property taxation in the event it was individually owned by a merchant rather than the city so the owner would be advised to adjust his room rate in such a manner to compensate for overall structure maintenance and taxes imposed by the city.


This individual room deed and maintenance concept would work for apartment buildings as well. However, I'd personally set rental rates lower for an apartment complex than for a hotel.
Lifere
Thu Jun 23, 2005 9:36 pm
#33





  • City Building Ideas:


    • Post Office:


      • A building where citizens get a box which otherplayers can only put items into and the owner can only remove from. There should be a low item limit on each box (possibly ten items?) and maybe a time limit in which the items have to be removed - one week seems to be resonable.

Mail Items betweenPlayers and Galixies(no resources, finished products only becasue of the nameing differences between galixies)




    • City Mall:


      • A large City Structure where the mayor can "rent" by giving admin to little areas of each building to another player. That person can then place vendors and decorate the area. Again a low item limit per room would probably be needed. Also the "rent" for each vendor area could be put right into the city maintence pool as another way to help pay for the city. Another option could be to have set decoration choices to choose from when you place a vendor, for example you choose "Weaponsmith" and the are is pre decorated by the system to limit the amount of items in the building.

I would thing it would be better for this to be player owed, Player recieves rental fees. Possibly by Master Merchents they have gotten the shaft lately with the bazzar system max moving to 20k. My idea was an open 'Flee Market' type area but either or both can be done. maybie 'Mall' as city structure and 'Flee Market' as Merchent Owen. I like the idea of pre-defined decorative schemas. Number of vendors would need to be part of how much rent cost.




    • Casino:


      • This is possbily the best idea to set a player city apart because it could lead to great player interaction but also fun for players on their own. We could have real life games like blackjack, slots, poker etc. and SWG games. The blackjack, poker, and other "card"games could have automated dealers so that one person could play but also larger groups could play. The amount of money allowed to bet should have no limit, one of the current problems with gambling games is the possible payout isn't great enough to get to much participation. This would probably the most complicated addition, but the most appealing one also.

I would disagree on the 'no-limit', but set as reasonably high limit and require player to have the funds to make the bid, in essence a bank transfer to game table fund that gets transfered to winner. Also This would be better as a Master Smuggler Placed Building. Smugglers are another Profession that is getting Shafted currently.




    • Hotels:


      • We need some specific details on how this would interact with the city.

    • WareHouse:


      • A very large building that looks like a factory. This could have rented areas out that could store 100 items each. The rent would go to the city. This would help with individual player storage and also reduce the amount of houses that are around just for storage. The rent would have to be realtivly expensive sense its like a free lot.

I would have to put this at the top of the list. It would clean up the landscape of all the 'STORAGE' houses that we see everywhere. the Lot limit is ment for this reason not to limit the number of items a placyer has access to.




  • City Decorations


    • Outdoor Galaxy Bazaar:


      • Functional and would look great, especially with cities like mine with a "Business District"

Items would need to be accessable from local Starport Bazzar or this would be more of a Vendor type item.


  • City News Terminals:




        • Terminals similiar to the holonet ones could be placed in which people who the mayor grant permission can write articles for. These articles can then be viewed by all.

    Also Display in-game Galactic news. Player events, Patch updates, etc.




      • City Job terminals:


        • Players would be able to put a job on the board, like "Looking to buy 10k Hide." This would really help out the newer players to make money by using these terminals and also everyone around.

    Jobs listed by planet. This would almost be like a player run Mission termial. Place your add and another player fuffills request.


    Just my 2 cents on some of the posted Ideas.





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    LuciousOtso
    Fri Jun 24, 2005 9:42 pm
    #34


    i had a REALLY long day at work and sense a lot of the comments are so in-depth i'll update(27th) tomorrow! thx, keep them coming!

    Message Edited by LuciousOtso on 06-25-2005 10:23 PM

    ThrakenSal
    Sat Jun 25, 2005 12:25 am
    #35



    here's a cool Idea. Player adjustable housing. When you want a new house, you get an architect to design the blueprints and they make the structure, and the new houses will have the storage capacity of the amount of lots they require. Max 10 lots, max 1000 items, 100 items per lot. this way we could have houses built to our specific needs and personalities. I'm sure the code for this would be atrocious, but the concept is cool. Can you imagine designing your dream home? and it would give architects something more to do with their skills other than just cookie cutter designs, OH even better the archy has a window like an ID does but it shows the client the designs as they are being made



    What you think of that?

    Message Edited by ThrakenSal on 06-24-2005 02:25 PM



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    PsychoticChipmunk
    Sat Jun 25, 2005 12:27 am
    #36






    ThrakenSal wrote:


    here's a cool Idea. Player adjustable housing. When you want a new house, you get an architect design the blueprints and they make the structure, and the new houses will have the storage capacity of the amount of lots they require. Max 10 lots, max 1000 items, 100 items per lot. this way we could have houses built to our specific needs and personalities. I'm sure the code for this would be atrocious, but the concept is cool. Can you imagine designing your dream home? and it would give architects something more to do with their skills other than just cookie cutter designs, OH even better the archy has a window like an ID does but it shows the client the designs as they are being made



    What you think of that?




    You do realize just how intense of a project it would be to make architects actual designers in the game right? Even if it's just stock boxes they tack together to get an overall room this would take more code time than the CURB. There are complete computer programs that do this in a piss poor way standing off on their own. While true this would make me drop everything I'm doing and go architect tonight to actually design, it just isn't feasible.



    0000000000000000000000000000000000000000000000000000000000000000000000000
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    0000000000000000000000000000000000Decorator, Mayor, Rifleman, Bothan0000000
    Wulfman_GA
    Mon Jun 27, 2005 8:45 am
    #37

    I really like the Pavement / Street idea. Something that I found was missing from palyer cities right from the beginning (besides the cities on Tatooine all look a bit wired with all these technical looking houses in the middle fo a green field).



    If you make it that any City structure flattens the whole footprint and creates a planet specific paved area around it I think this would look already a lot better. With any I mean City Hall, Cantina, Med Centre, Shuttle port, Cloning Facility, Garage, Banks, but also the different Gardens.



    All Houses and Guild Halls placed in a City will have a paved street area up front (where the entrance is) from the house wall to the end of the foot print and the front area is fattened. The side and the rear area of the house can still adjust for the normal terrain and live that untouched (see it as garden if you like).
    Placing the street side of a house next to a city building or facing another street side of the house the terrain level of that area will be used (so you basically have a wider street on the same level) and the adjustment for the terrain is made again on the rear side.



    This would give the city a nice touch and I do not need to place gardens in the middle of a forest or a green field. It should also be easy to implement for the devs.
    Btw, I think also bases placed within a city should not only flatten the ground but also have a paved area around them (to all sides, like city buildings).



    The factional decorations are also great ideas, personally I would even love to see that the city specialisation would have a specific effect. I.e. Stronghold allows a Mayor to place a Recruiter Tent of his own faction, a Research Centre or Manufacturing Centre specialisation allows the mayor to place a specific reasearchfacility (to place crafting stations there), an Entertainer District allows for an additional Stage set up, a Medical and Cloning Centre specialisation allows for an additional or larger Hospital facility, Improved Job Market could allow for more skill trainers and mission terminals to be placed and lastly we could add additional specialisations like Tourist attraction that would allow for a Hotel to be build.



    Anyway, these are my thoughts on it, would be cool if some of it would be implemented one day ....






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    eurno_ebaebro__kyra
    Mon Jun 27, 2005 6:11 pm
    #38

    a mine for rich sample cities where you go in and it is a 80-100% mineral, chemical or gas spot for each sub thing.



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    eurno_ebaebro__kyra
    Tue Jun 28, 2005 4:45 am
    #39






    Sophos707 wrote:

    I love all those ideas LuciousOtso! I can only imagine how much player cities would ROCK if we had those things! I can seeit now... Publish 20: PCU (Player City Ugrade)


    Here are some of my ideas to throw in the ring...



    • City Walls! These would be placed like homes or city structures by a mayor. They would come in, oh say 10m blocks and when placed would prevent people from going through them.

    • Guard Towers! These tall structures would allow citizens (or maybe just militia members) in, unless hacked by an outsider.Each towers could provide a +25 city-widedefense bonusfor the cities faction alignment.

    • City Swimming Pools! No real functionality except a place for toons to gather and swim. hehe.. just kinda fun.


    just some ideas!





    instead of that, maybe a pond, so scouts can fish in it, or a fishing pond that is ***** density fish and no weeds.




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