Politician Archive

Thread: Politicians and Player Cities: Ideas for involvement in the Space Expansion

Master_Mavric
Mon Mar 08, 2004 2:19 pm
#27

1) I think player citys should have the ability to build spacestaions in one way or another. However there has to be away to have a privitly owned station as well. Wedges parents, for example, owned a refueling station in the corilian system before they where killed. These privetly owned stations should only be placeable away from planets (allowing the big PC hosted stations to be in orbit) and should serve only one or two purposes such as, mining (eather directly in a nebula or inderectly by controling harvesters on astroids), refuel/repair (only light repair not major overhalls or upgrades), and defence (for pvp, GCW stations should be purchased thru recruters).


2) My biggest hope/concern, Hiperspace has to have a travel time! If im flying along in my YT-1300 and engage the hyperdrive, last thingI want is to "jump into" a loading screen and come out at my destanation. Each planet/system should be given a hyperspace value. The hyperspace travel time from naboo (hyperspace value=6 totatooine (hyperspace vlaue=8) shoud be 2 min (8-6=2). you get the idea.


3) My hope is that spaceships (of the proper types (fighters, light freighters)) can be landed anywhere. This is very star wars. I dont want to be forced to put down in a starport. If i want to land on the outskirts of theed let me land there. Also when a ship is landed it should be treated as a harvester or house. To take off again you have to go back to it. NOT CALL IT outa your pocket. To repair/refuel the ship you would have to put down in a starport or dock with a station.


4) Starships (not fighters) should be like a flying house. What I mean is, you not locked into a cockpit view while flying. You can get up move around interact with passangers ect.


5) Starships should be able to carry passangers. Unlike are current speeders, freighters should have the ability to carry passangers. Maybe a few / commands could be used for this...


/allowboard allows a passanger to board the ship ONE TIME


/copilot gives a player a copilot status meaning they can always board the ship whenever/where ever. (can not fly with out you on board though)


/temppilotallows the player full access to the ship and the ability to fly it untill the command is repeated


6) We should be allowed to come out of hyperspace early (deep space)


7) Special buildings/areas should be required to build a starship/station. This should not be acomplishable with a crafting tool and station. and when a ship is compleated it should be flown to a ship lot placeable by a merchant or the shipbuilder. Here it will automaticly be entered into a list of sellable ships on the npc that "manages" the lot. After the purchess the ship would have to be flown off the lot. NOT PICKED UP and replace later.


8) Stations would be purchased in dead form and placed later like a house.


9) Player City starports, like said earlyer, should not be tied into the Galatic Travel Comission or whatever its called. They should be the only place you can land IN TOWN (you can land anywhere out side the city radius and walk in), they should repair, refuel, and allow upgrades on your ship, and have a tax.


10) I love the idea above about contracting a freighter pilot to fly shipments to differnt citys. I also think there should be a simelar function for smuglers.


Well my 2 cents for now.









Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


Tonii
Thu Mar 11, 2004 3:05 pm
#28

How about a city wharehouse. There are some players that need a lot of storage space and some that don't. Make it a city owned building that charges a fee depending on how much space is used.
TitusAndronikus
Fri Mar 12, 2004 7:31 am
#29


I was inspired by your discussion here on the Politician Forum and have started a smilar thread about SE on the Wanderhome Galaxy Forums about SE in general. I will cross-post any Player City specific ideas we have over here in this thread so you can have the benefit of more minds working on the same issues.


See this thread for the discussion:


http://forums.station.sony.com/swg/board/message?board.id=Wanderhome&message.id=116171


If anyone knows how to make a direct link let me know because I don't. I'll come back in and edit this message adding the direct link.



Tempel
Nabubu Mall
Nabubu City, Naboo
Wanderhome Galaxy

Artistan
Sun Mar 14, 2004 12:13 pm
#30


Being able to build stations that are linked (figuratively) with ground based citieswould be good.The Administrator (Mayor) of the station and the mayor of a ground city could go to their respective terms and choose to "Link" a ground city with a space station. All residents of the ground city would then be a resident of both station and city. Residents could then vote for admininstrator of the station. On construction I would like to see:


  • Command Center
  • Power Module
  • Life Support
  • Med Bay
  • Corridor
  • Living pods (owned by players)
  • Docking Bay
  • Shield Module
  • Turret Module



- I support keeping & balancing the current combat system You can too
Thornstar
Sun Mar 14, 2004 12:59 pm
#31

I really do think that we need space stations. It would be nice to have an elite profession from politician.

For example. A master marksman and a master politician will lead to novice station commander. This will us espace expansion skill points so the SWG skill points will still be limited to 250, but then you could get another 150 SE points to invest in SE professions like fighter pilot.


A space station can be a home to many, players could connect living pods to sections of the station(the equivelent to being a citizen in a city). In their pods they could have a shop, home, ect.


I think the SE could potentially be a great expansion for politicians. I really hope the devs think about this andmake the right move. They have gotten alot of experience from past mistakes to there should be no excuse for getting this wrong. Afterall there has been people working on the SE for a few years.
slugeater
Sun Mar 14, 2004 3:41 pm
#32

I'd like the SE to be something else than a skill point sink for no gameplay, thanks.



Sluggy Devlya
Master Smuggler-Politician
Avian City-Talus-Chilastra

Best way to deal with the tall guys is to give them incentives to lick the ground. And dont look down on me that way youre not THAT taller.

Keth-Rian
Sun Mar 14, 2004 7:13 pm
#33

Just a few quick thoughts on new buildings and facilities. Since were working completely blind on this they may be completely inappropriate but some may be adaptable,but feel free to flame away if you must.


My basic ideas rely on the theory that cities on a planet will be given an assigned area on the planets surface form orbit. Alot of the concepts rely on having this fixed position above the city but at space level.


Civic buildings



City size 1: Orbital Trade Satelite Depot.

This ground based building creates a small depot on the planets surface, and also a trading satelite in fixedorbit around the planet.Players can set up "Vendors" within the depot that can be viewed by ships in orbit around the planet. Every 15 minutes or so, a supply tug will leave the depot and ferry any purchased items to the satelite where pilots can collect them. This facility can only be used to send fuel, ammo and cargo to a ship. It cannot "fit" any new components to it, conduct repairs, pick up passengers etc.


City size 2: Dockingarray

This building consists of 2 parts, similar to the trade satelite depot. The ground based facility is an air traffic control centre, complete with radar dishes and flashy lights. A docking array is also created in space, in staticorbit around the planet.The facility allows player ships to initiate a surface landing by interacting with the orbiting satelites and creating an uplink to the control tower.. This space born facility simply guides player ships down to the city that owns it if a suitable structure is available to land at. Docking fees would be governed by the mayor and would go directly to city funds.


City size 2: Hangar.

The ground based building consists of a large set of hanger doors (level with the ground)and a small flight loungeon the surface, about the size of a guild hall, the rest of the facility is assumed to be underground. City members will be able to enter the underground area of the facility where they can see the docked ships to conduct maintainance, repairs and refuelling. The hangar will hold upto 35 player shipsfor starage purposes, andwill alsobe able to hold a very limited number of non citizened ships. Each"visiting"ship is entitled a set amount of time in the hangar and must pay extra for each "block" of time spent docked. Visiting players will also be able to rent one of these slots for fighter storagebased on parameters the mayor can set which includes maximum time allowed and cost per hour.


City size 3: Fighter Yard.

Prerequisite: Flight Control and Fighter bay. Must be placed by Master <enter profession here>

This building acts as a crafting terminal for building ships. The crafting terminals inside it can be upgraded by replacing them with various artisan crafted terminals of superior quality.


City Size 3: Fighter Bay extension.

This facility simply increases the capacity of the undergroundfighter bay structure for each extension placed. They would appear at ground level as a set of fuel tanks, extaction units and exhaust ports.


City Size 4:Freighter Bay extension.

This facility simply allows large ship types to land at the hangar facility. It appears on the surface as set of fuel tanks, vents and exhaust ports.


City size 5: Orbital Dry Dock.

A LARGE ground facility that allows players a direct transport link to an orbiting space dock (for a price paid directly to city funds). Players can enter theground baseand be taken up to the orbiting platform by a shuttlewhere they can manually move cargo, conduct ship repairs, and build the largest ship types. The orbital Dry dock has all the facilities of a trade satelite depot,Fighter yard and has limited hangar space.



Faction Buildings



Just some rough ideas for faction buildings that can be placed in player cities to assist in the space war.


Orbital Scanner.

This is a faction aquired facility and can be destroyed in the same way as an imp or rebel base. This small ground installation can be accessed by players of the same faction and gives a report of the numbers offlagged enemy ships in the local area of space. This facility will also attempt to TEF any covert ships in the Immediate vicinity of the city location on a planet.


Orbital Defences.

Rebel Ion Cannons, imperial Turbo Lasers, whatever.... These land based Gun turrets will attack any hostile faction ship that comes into the proximity ofa cities orbital position. The base will be attackable from land in the same way as a standard imp/reb base, Attack from space will not be possible however.


Fighter Bay.

A small squadron of faction fighters operates from your city and will launch regular patrols in the space above your city. The fighter bay on the planets surface can be attacked in exactly the same way as a standard imp/reb base.

Sengis
Mon Mar 15, 2004 2:51 am
#34

Ok my vision of the space layer is that it will be pretty basic,. Im expecting eve online gameplay, with a little more combat and nowhere near as much beauty as the land layer. I would imagine that your skills are as they are currently, but you will have varying pilot proffessions, some maybe expanding form the smuggler tree, or form combat trees. Once the appropriate skill levels are reached you will have varying classes of vehicles you can fly performing differeing functions, from support, ground attack, transprot and cargo, so on and so forth, I hardly think well have players with Imperial Star Destroyers.

The Planet is most likely to have a docking stations which will be like a starport orbiting the planet. from here, players will be able to land at any shuttleport in the surface. there will simply be Corrrelia Docking Port and form there u switch tot he land version of the game.Smuggling etc will just be about frequency of stop and search and the necessity to transport new drugs fomr far off worlds, better than the severly handidcapped drugs, due to the food updates.

What intrigues me about the space layer is will we finally get bespin?, hoth, and other planets, sorely missed at present?



ex Colonel Sengis Ghean NVA
Founder, Arroyo, Dantooine and NVA - I²D²
Master Smuggler since 01/04 | | Spice for sale PST
"When Sony and Lucas set out, we said, How can we do this and not make another EQ? We didn't want it to be all about Luke, or combat, or lock our players into a class. So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change. If you want to go from architect to scout we've created a system to make that happen."
Julio Torres
Master_Mavric
Mon Mar 15, 2004 9:57 am
#35





Sengis wrote:


The Planet is most likely to have a docking stations which will be like a starport orbiting the planet. from here, players will be able to land at any shuttleport in the surface. there will simply be Corrrelia Docking Port and form there u switch tot he land version of the game.Smuggling etc will just be about frequency of stop and search and the necessity to transport new drugs fomr far off worlds, better than the severly handidcapped drugs, due to the food updates.






This is probably true. It would be simple to program. But wouldnt it be alot nicer to be able to land on the planet surface? To fly in the atmosfer? And to see a dedicated field in player citys where verious fighters and freighters are always parked? The code is possable (ive seen gomes that make the transistion and allow you to land anywhere). They have had long enough to but it togeather. Lets hope...









Major Tolk Esrafa, MRiflemen-BH-Ranger, Antarian Ranger
Capt. Aris Esrafa, MBH-MCarbineer, Antarian Ranger


Gron_DM
Mon Mar 15, 2004 8:57 pm
#36

i dont think cities strictly sponsoring would be good, there is already to much on theyre plate so to speak, better to have 1 space station per planet that people all chip in on. otherwise well have a bunch of empty space stations like we have a bunch of empty cities.(dont think there is a bunch of empty cities? travel toevery planethit ctrl-v and count them i did it on 6 planets ...sick sick sick....)in any case, a space station back bone at each planet that wedput in asubcontrolmodule and flesh out would be great, and a way to use those poly skills.



Vilance -Retired from SWG
MDE for most of it, Guildleader as well
EGC Founding leader August 03
Corbantis
Founding Mayor Of Rhuidean, Tatooine
placed Nov 03.
Artistan
Tue Mar 16, 2004 1:34 am
#37



^ Keth^

/beg



- I support keeping & balancing the current combat system You can too
Swooper
Wed Mar 17, 2004 1:19 am
#38

My thoughts are on the diplomatic/trade negotiation front. We could set up several interesting aspects:


Diplomacy: City A and City B set up an alliance. City A has Research Specialization, and City B has Stronghold. With the alliance, both cities would get the two benefits, etc... .


Travel: If you are a Citizen of City A that has an alliance with City B, you get a discount for docking your spaceship or a 10% reduction in ticket prices.


Economics: Citizens from City A that buy goods in City B don't have to pay the sales tax, or a reduced sales tax (say the city has a 5% sales tax, but the buyer only pays 3%).
Chibi-Bar
Wed Mar 17, 2004 1:26 am
#39

the reason I suggest supply station which could mean that people can "sway" mayors to switch stations and of course the "role play" needed to keep the station alive.. and such... more "content" for mayors hehe..


politically.






Sasheria Windsong

Master Artisian and Master Architect
Drop off Vendor Cynthia: -4752 -4341
Architect Shop Vendor Sasha:-4756 -4341
Citizen of Blood Gulch, Dantooine
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