Politician Archive
Thread: #3 issue: Militia ability to defend. Our Proposal needs your approval.
Edit... Make that overt
SacredNemesis wrote:
PvP ACTION could be described as any covert ... [snip]
I noticed how SOD likes to drop by our city a lot...Anyway-I like these ideas. It's a pain to have to watch any imps hanging around town, knowing that (cough SOD cough) there probably scouting for a raid and not being able to do anything.
Tiberian_Death: " 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."
I think this is a great point, and I want to see more discussion on this point. Do we want to ask for a system of /warn that would allow militia to /warn and then attack overt players from either faction? It certainly brings the militia back into the game, gives cities some control over what goes on in their cities, allows the "police" of the city to come to the aid of citizens with TEFs under attack by overt intruders. It places only players who are already open to PvP in one form in jeopardy of PvP with militia.
So, what about this:
1. Miltia (including neutral players) may /warn overt faction members.
2. Overt faction Militia may act as covert detectors of opposing militia.
...add these to the /cityignore and the request for a way to eliminate unattended pets, and do we have something here?
Bajeezus wrote:
So, what about this:
1. Miltia (including neutral players) may /warn overt faction members.
2. Overt faction Militia may act as covert detectors of opposing militia.
...add these to the /cityignore and the request for a way to eliminate unattended pets, and do we have something here?
Sounds good to me. This combination of abilities should give us the ability to defend our towns effectively. I would also add that we would like to be able to assigning zoning rights sepparately from the militia. Its been said before, but some of the best PvPers are the last ones you want granting zoning rights and can lead to some really convoluted structure placements.
- Acroyear
Bajeezus wrote:
1. Vocal and emote griefers.Yes to this/cityignore feature.
2. Pets as grief objects. Yes to this /cityStorePet feature.
3. Covert Factional oppoonents. Allow militia members to act as covert detectors.Yes for a /cityFactionCheck.
Militia can conduct a background check on a player to discover (5 min TEF?) them as imperial or rebel.
Maybe only on cities that qualify for this 'Factional History Network (BackgroundCheck)' Specialization (militia III? IV?).
Targeted player gets a warning : 'the city militia is conducting a background check on you. You will be discovered to be a rebel/imperial in 2 minutes if you do not leave the city limits'.
Perhaps smugglers gain a skill to avoid this??
Keh' Icoh - Mayor of Riza (Rori, Ahazi)
Bajeezus wrote:
This doesn't solve the biggest problem which are overts.
So, what about this:
1. Miltia (including neutral players) may /warn overt faction members.
No, but allow npc faction recruiters as placeable in town so that covert militia/citizensmay declare and participate in normal pvp to remove the overt threat.
Neutral player definitely not.
2. Overt faction Militia may act as covert detectors of opposing militia.
See my above 'Background Check Network' Specialization.
That's a good idea! Make it a specialization!
And also allow for Goliath's (think it was him) suggestion of bringing back the option for Masters to choose 2 specializations. That's a reason to be Master!
1. Miltia (including neutral players) may /warn overt faction members.
No, but allow npc faction recruiters as placeable in town so that covert militia/citizensmay declare and participate in normal pvp to remove the overt threat.
Neutral player definitely not.
Then how is a neutral city suppose to control who is in the city. I mean there are plenty of cities that are made up both of rebels, neutrals and imps but don't allow any overts to run around controlling the streets. Plus this is one of the only ways to actually ensure a city stays neutral or rebel or imp in plain view because of what overts or the lack of any overts running around the city.
Maller Malice
Mayor of New Aldera
Then how is a neutral city suppose to control who is in the city. I mean there are plenty of cities that are made up both of rebels, neutrals and imps but don't allow any overts to run around controlling the streets. Plus this is one of the only ways to actually ensure a city stays neutral or rebel or imp in plain view because of what overts or the lack of any overts running around the city.
Maller Malice
Mayor of New Aldera
You're not 'neutral'. Neutral means that if a war/battle breaks out, you won't back either side. Neutral means you abstain from pvp. Neutral mean you don't care who wins.
You're anti-pvp, a pacifist, you want no war. The choice an 'individual' makes to remain neutral is not available to cities (nor should it be). If you were able to make a no-pvp area, it would be abused (haha, I'm in a no-pvp area).
Only way a neutral city should be able to influence overts is tomake them unwelcome, to deny them services, to deny them use of city structures, to deny them any reason tobe orthere.
Whenyou shoot an imperial... you're rebel.
In times of war, factions fight over 'neutral' areas and resources. Neutral cities become occupied by which ever army shows up there.
If you're city somehow becomes popular with imperials (they walk the streets, use the terminals, socialize) and you want them gone... you have to become rebel and push them out.
This is how cities participate in the gcw. If you're a neutral city on an imperial planet... you're rebel sympathizers. If you're a neutral city in a rebel area, you're loyalists. Basically you harbor covert members.
If you're truely neutral, you don't care either way. You don't care who gets killed. You don't care what overt faction occupies your city.
You want some sort of 'home base', a no-pvp zone, and probably want to sell arms and items to both sides.
Sounds like a fair and workable solution to me with the caveat that Mayors must have the ability to remotely remove rogue militia members under a system that grants them covert detection powers.
Yes, that was kinda black and white.
but it sounds like some people are trying to create a 'MyCity' faction. The truth is the empire governs/controls the universe, if you want your city to be your city. You are against the empire and thus a rebel city.
Yes, that was kinda black and white.
but it sounds like some people are trying to create a 'MyCity' faction. The truth is the empire governs/controls the universe, if you want your city to be your city. You are against the empire and thus a rebel city.
This is business and your taking it personal, you have to remember we are trying to come up with some kind of solution to fix the militia for everyone. Cities were first created by the Devs as a concept of the player creating their own haven to whatever faction they want or make have no faction at all. Its simple if a Rebel and Imp City are going to get even more power through the Covert Factional oppoonents ability then what is a neutral city going to get. I mean we are planning ongiving faction cities more power to ensure their city is always the same faction covert and overt and continue to leave cities that are neutral powerless in controlling that. Now lets even take it one more step into RP because by your previous post you I can tell you love being an Imp and probably play the role all the time so you might understand this more. Say instead of a neutral city you wanted to have a city that sides with Jabba, but since there is no Jabba faction all you can do is build your city right next to his lair and RP that you work for Jabba. Now with the old /citywarn you were able to ensure that your city consisted of only people that sided with Jabba. Anyone that came in that wasn't would be /citywarned and /citybanned. But the problem with that were neutral players and the notion that them staying neutral meant they should never ever be forced into PvP. Simple solution, remove neutrals from it and make it where only overts can be warned. Then all you do is have your militia run through the city acting as scanners and /citywarn and /cityban any overts they find or coverts because a true Jabba supporter would be on Jabba's faction and not of the faction of rebel or imperial.
Oh btw I'm Rebel and I run a Rebel city and all my militia members are Rebel andin most cases runaround overt, and if there ever is an Imp in the city and they aren't overt they just run to the base that is 200 meters from city hall and go overt. I have no trouble keeping my city under rebel hands but I believe in RP and that cities were meant to be a haven for whatever you want it to be because its your city. Its simple, neutrals shouldn't be forced to PvP then fine they shouldn't be but anyone that runs around overt should be always ready for attack and I see no reason why a /citywarn for overts would make a big deal. Yes it allows people to bypass going overt, but it gives all cities the ability to control what faction is present in a city like the old /citywarn did and gives Mayors the ability to RP their city any way they like.
Maller Maller