Politician Archive
Thread: Politician and the GCW: a refinement thread (outdated, do not post)
Pappi wrote:
declared "no factional PvP" zone for neutral cities
although it would be rather hard, i could see this as an exploitable proposal..... maybe ammend it to include something along the lines how TEFs and buildings work now
if you have a TEF, you can't enter or you're booted from it
Mrs_Green wrote:
I really don't see how adding a factional affiliation would flood your screen with messages any more than it already is. Instead of the current message "You have just entered *City Name (Rank, Specialization)*" it would probably be something like *City Name (Rank, Factional Affiliation, Specialization)* It should also be indicated when you buy a travel ticket to a factional city. This would make it perfectly clear to visitors they type of city they are entering.
Just had the idea:
A factionaly allied city would automaticly be renamed to [CITYNAME] + (Faction)
We do have the option to rename a city already (at least it appears in the city terminal - never tried it myself). This way on every shuttle terminal you will see the factional alignment without any further needed code (just the automatic adding of (Faction) in the name)
sweatyclimber wrote:
pappi where did all the neutral city gcw stuff go? ...
The list named "options that doesn't require city declaration" are pretty much all the ideas from this board that doesn't require a city to declare a faction, including neutral. I can't ask for neutral-specific benefits because... well, it's the GCW revamp, not the PC revamp
Kleston wrote:
Instead of making it require Martial 4, maybe you should think of adding it to Master? It would then be an incentive for people to get and KEEP Master Politician, because without it, they then could not place any city factional structures.
Then it would be a lot harder and more time intensive to be able to simply declare faction. Also requiring master would mean that the current poli in office could have no chance of being overthrown by anyone else. (excepting other master poli's)
I agree with this assessment........................................
city faction declaration (*big* topic):
- restrictions:
- requires certain politician skill, maybe martial 4?
/agree
- requires factional HQ within city?
/disagree
Logic: Factional HQ are subject to removal either by a base blow or tear down by the owner (possible griefing). What happens to the faction declaration then? Reverts? What happens to the NPC spawns (as listed below)? What happens to factional cityban? The Mayor should have the ability to declare faction alignment. THEN the factional base be deployed. Let the Mayor deal with the citizens desires as to what faction alignment should be declared.
- benefits:
- recruiters in HQ (I know JEST3R disagrees with this, but I'll leave this on due to popular demand)
Clarification? Do you mean recruiters in HQ or the ability to place a recruiter in a city? ... because there are already recruiters in a base HQ.
- buildings (defense: towers, walls, etc)
- NPCs, both static and dynamic spawns
- warning to militia/mayor of overt opposing faction member activity
- new symbols for planetary map
- factional stronghold bonus
- factional cityban
/agree
options that doesn't require city declaration:
- faction included in system message when entering city
- decorations (non-defense: flags, banners, gardens, etc)
- city-owned faction bases
- faction point treasury towards city-owned factional items
- declared "no factional PvP" zone for neutral cities
/agree
remember, no flames, post your reasoning, and lets get this rolling
Message Edited by Pappi on 05-25-2004 12:35 AM
2. City bases. One of the biggest problems with bases is stationary defenses. Perhaps they will do something about this with the GCW revamp. But, in case they don't, I like the idea of bases belonging to the city and not tying up any one residents' lots. However, I would add that if it is a city owned base then no part of it, including turrets, may be attacked unless and until the base is vulnerable. That would prevent the city from having to replace its turrets 3 or 4 times a day.
3. Factional Ban. I like it but it needs to be permanent and automatic for any overt or TEF'd person entering a faction aligned city. The only way for the ban to be removed is for the mayor to grant a pardon much like we do now. This will work well for rebels entering an imperial city to kill any static garrison troops stationed there ( or vice versa) during hours when most normal people would be in bed sleeping.
I also agree with a previous poster that if your city is factionally aligned and you as a resident up and change factions, or become a resident and are an opposing faction, you will receive a message with the following options (1) your home will be destroyed in 7 days if not removed from the city or (2) you must align yourself with the declared faction of the city in the next 7 days to prevent your home from being destroyed.
Hopefully we can get some of this done and make ciies a vital part of the GCW with mayor's finally having some teeth in controlling the city.
- restrictions:
- requires certain politician skill, maybe martial 4?
I guess we are all in agreement, that a politician skill is needed, if it will be martial 4 or master politician will probably be for the devs to decide. Only thing to further discuss here would be if the skill will be needed to keep the city factional - because this would effectivly give competing novice politicians no chance for becoming mayor.
- requires factional HQ within city?
There still is some point for discussion here. I for one am for a HQ as req - it shows the city is really up to envoving itself in the GCW activly, and doens't just want the goodies. Plus it provides a recruiter (setting a seperate recruiter in a city isn't necesary) => faction bases aren't robbed of "their only benefit" as JEST3R says it.
There are 2 big concerns
- the size of a factional base - bases need to much space - a city would be forced to either lie in very flat ground for such a structure to be built, and would be forced to give up a very large percentage of their buildable area. => faction bases needed for PC will have to have a better space ratio (I hope this is part of the GCW Revamp) - maybe there will be special Player City Bases - the size of a PA Hall or such - Rebels more hidden (tunnels where a populare demand - just steel the layouts of buildings like the tavern in Anchorhead)
- the base being redeeded - The person who put the base down can redeed it and would thereby take away the faction allignment of the city => the mayor would have to place the factional base - not far fetched as another demand was a faction point account for the player city - and as the mayor should also be of the faction the city allies with, and should have a certain rank (he can use faction points given to the city's treasury by the citizens) this goes confirm with these requirements.
- benefits:
- recruiters in HQ (I know JEST3R disagrees with this, but I'll leave this on due to popular demand)
Probably have to clarify - I am reading (and hoping) that this means - "A Recruiter is already in the required factional base"
- buildings (defense: towers, walls, etc)
This would, of course, be lots of work for the art department, that is, as everybody knows since the last 19 answers, totaly occupied with the JtL Expansion. But this would come into the requirment of a small spaced faction base (as requirement to allign) - maybe making other factional buildings more space efficient (at least in PCs - eg. covert scanners - turrets etc.) I think walls and towers are still an illusion.
- NPCs, both static and dynamic spawns
Again-this is something that I would also like to see for "neutral" cities - if this feature is implemented, I don't see that big a problem to let mayors of other cities, that have an affiliation to NPC factions (+2000 FPs - eg Hutt, Demon, CorSec), select an option (that costs maintenance) to let NPCs of this faction spawn and patrol. In fact I would implement it this way, and then tweak it to factional cities, since it also has to do with factions (just more than only Rebel and Imperial).
- warning to militia/mayor of overt opposing faction member activity
I guess nobody really has anything to say against this - only question, what is faction activity? Is it an overt in the city radius? An enemy faction member fighting anything in the city? Fighting friendly players/NPCs/structures?
- new symbols for planetary map
I think a must need. I know some people are saying you should find out which city is which faction etc - but this is still a very mainstream game for very casual gamers - and these just have to be warned before shuttling in. In addition I would force every city name to include a (rebel) (imperial) (neutral) behind it's name, so it is always clear, when buying a ticket from the ticket terminal, when using or examening that ticket ...
- factional stronghold bonus
Also a bit unclear. My impression would be -
a) stronghold is only active when the city specialisation is chosen. You don't get a bonus only by alligning your city twords a faction - you have to give up other specialisations such as research center.
b) factional means this counts twords every friendly overt in the city radius, not just militia members, and not just citizens. This is a factional bonus for everybody helping out on the same side of the GCW
c) for me especially this feature has to have a trigger to turn off - destruction of the base allone seams to easy to me (as I get it destroying bases isn't really hard - don't know if the GCW will get this completly fixed, although probably all hopes rest on it) - Again I would really like to see a "Capture the Flag" game here, where, after the destruction of the defending base(s), the faction flag of this city can be taken (maybe you also need special professions, militia of enemy alligned city, etc) - a chance to recapture the flag - a chance to even put up the enemy flag for a while reversing some bonuses - because this would quite easily (when these systems asked for are all inplemented) give a real Zone of Control that everybody wants to see and that gives the GCW a real meaning.
- factional cityban
Also read confusion here ...
1) a city ban is not equivalant to a structure ban - people banned can still enter the city radius- otherwise a placed base would never be destroyed.
2) a factional ban doesn't ban names, just factional status - question is to what services - and would it ban only overts? Or would some services also be banned to coverts of enemy faction? For example Overts can't use shuttle and everything else - Coverts can shuttle in (and buy goods from merchants) but can't use trainers/cloner/garage
3) Also there was demand for a /factionpardon that registers names and grants these access to city services even though their faction allignment and status (overt/covert) would get them banned
options that doesn't require city declaration:
- faction included in system message when entering city
As said, my suggestion would be to force a (rebel) (Imperial) (Neutral) behind the city name by default
- decorations (non-defense: flags, banners, gardens, etc)
Here also discussion is needed, or at least clarification that the decorations that presently can be placed (streetlights, statues, fountains) are far to little - also see 10 question thread. As I'd really like to get a real workable café with chairs you can sit on, and public crafting machines I'd like gardens to be able to contain some items (they cost maintenance and are also only available in small numbers limited to citys rank) - Oh - and if this works - please don't overlook giving the same abbility to place a very limited amount of items on the stage of a theater (10 items should suffice)
- city-owned faction bases
Would come into the discussion of the requirement of faction bases - mayor placing the base
- faction point treasury towards city-owned factional items
A must
- declared "no factional PvP" zone for neutral cities
I am not sure if this goes into the design of the game being completly independant from "zones of PvP"- this would effectivly create "safe zones" which could probably be used to exploit in the GCW (kind of like the private house exploits)
declared cities should have ability to hire recruiters without placing HQ. I'm sure GCW revamp will create new role for HQ bases. Player Cities and HQ Bases should be treated as separate items. Heck, HQ bases should not be placed in cities at all. A declared Player City should be a base of its own. A huge, massive, populated, but base nevertheless.
and what happened to the idea of assaulting a city by using terminals in the City Hall (similar to HQ base)? Victorius assault should simply remove all faction perks from the city, including its declared status, which will force all citizens to rebuild.