Politician Archive

Thread: How will you pay for your city?

CptCox
Mon Nov 03, 2003 5:48 am
#40

I have a feeling that I'll be running ALOT of missions to pay for my city...



No'saj Xoc
- Radiant - Imperial Army

(formerly Vegabond)
Lead Developer, SGCSim
ZenMaster
Mon Nov 03, 2003 7:44 am
#41

My PA has several craft characters that have a steady stream of cash and always have >10 million in their bank. As an armorsmith, I can spend 3 days of factory crafting and about 1 million credits on resources on a run of 100 composite suits and turn around and sell them in about 1.5 weeks for a total of 14 million credits.

Weaponsmiths are in similar boats. I think the devs may have been looking for a money sink? In any case, I'm more than happy to bankroll our city when/if it needs it.

I agree that this doesn't really make sense.. but there it is..
bapess
Mon Nov 03, 2003 8:06 am
#42






why can't they simple scale the maintenance cost of the city hall based on rank? Like say, 20k per rank or something. Then an outpost would cost 20k to maintains, all the way to a metropolis costing 100k a week. Of course the numbers could be different, and all add ons will still be in addition to this, but the base maintenance fee should, imo, scale based on rank of city. Simple enough solution.



Agree 100%, this makes a lot of sense. No wonder it will never happen.




Trassk
Master Combat Medic / Master Pistoleer
Bela Vistal Contingency www.belavistal.com
Visit Fide Mea on Corellia

Marcalus
Mon Nov 03, 2003 9:56 am
#43






PanzerGR wrote:

plinka:


my guild has 20 members. We dont have any artisans. We dont WANT anymore "attention" brought to ourselves than we already have (aka we dotn want alot of shops.)


we really want to avoid having outsiders as well because we want it to be GUILD run and soemthing for ourselves. If we needed we wouldnt mind having friendly peeps around....but we dont want to have a hostile takeover of OUR city either.


what this is saying to me is that guilds like us arent supposed to have cities. Therefore it is a useless feature which MY main profession squad leader isnt gettign fixed because this development has held it up.


Cities should be for EVERYONE....not the wealthy and not large guilds or collectiosn of peopel who dont care whos in charge.





A guild of 20 people can't have everyone somehow come up with 5k a week to pay for the city? (call it 10k a week if you go nuts and double the maintenace with lots of terminals and trainers and such)


Come on, a newbie with a CDEF can have 5k in an hour!




Marc
Gribble the Wookiee on Intrepid
Creature Handler/Bio Engineer/Brawler/Shipwright
Citizen of Pompeii, in the stinging winds of Lok
Entered the village on September 28th, 2004...the adventure continues....
DaQuilla
Mon Nov 03, 2003 10:29 am
#44

Ok, to stay on topic ... paying for your city will probably depend on what specialisation your city is going to have (once the mayor has leveled up to one ) ... for example if you use the Cloning Spec reducing the insurance costs by 20% I suspect a lot of fighters will come in via shuttle and insure themselves (when the death penalty comes ) ... maybe shop something on the way, but not necessarily ... so your main income will be the shuttle fees ... don't know if that will sufice since the Spec, Clonecenter and Shuttle additionaly to City Hall will be costy


The best income I think will be sales tax (everything else, as shown in various calculations won't pay of anyway ) And if you specialise your city in Research (+15% Bonus on experimentation) it will be well worth the crafters staying there and paying some small 2-5% sales tax ... they'll be crafting the best stuff on the server with that extra experimentation ... they'll be selling stuff for higher prices, giving you even more sales tax and rolling off the tax to the customers, who will be glad to pay for those nice high quality goods.


Problems I see is with small PAs that just want an outpost. Especialy if they aren't crafter orientated and want some specialization like stronghold. I can understand why cities should be kept rare taking in considuration the 0.5km radius it takes up. But why not be able to cap the city radius and therefore adjust the maintainance to the size? For me cities are a supposed to be a RP feature and and where introduced to be a platform for players to form thier own player driven communities (those were Holos words). And I just can't imagine that it is supposed to be good for a small community of RPing fighters to have to do even more hours of missions to survive.




Kheraba City - . - . - . - . - M a y o r - . - . - . - . - . - . - Etraes'Khar
A place to call your home - . - . - . - . - . - . - . - . - . - Many are called, few are chosen
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Arrya
Mon Nov 03, 2003 12:09 pm
#45






PanzerGR wrote:

plinka:


my guild has 20 members. We dont have any artisans. We dont WANT anymore "attention" brought to ourselves than we already have (aka we dotn want alot of shops.)


we really want to avoid having outsiders as well because we want it to be GUILD run and soemthing for ourselves. If we needed we wouldnt mind having friendly peeps around....but we dont want to have a hostile takeover of OUR city either.


what this is saying to me is that guilds like us arent supposed to have cities. Therefore it is a useless feature which MY main profession squad leader isnt gettign fixed because this development has held it up.


Cities should be for EVERYONE....not the wealthy and not large guilds or collectiosn of peopel who dont care whos in charge.






I think I can see the fundamental flaw of your logic here. In reality, a city belongs to no one and everyone - there is no real ownership, just control. By insisting that you own the city, that you don't want anyone else around, and are not willing to market your services to the public, you are creating a problem for yourself. Basically, you can keep your city private, but it is going to cost you - and I am sure it is frustrating for you to realize that, but it doesn't mean that the game should change to accomodate you.


Cities are not meant to be an extension of your PA hall, they are meant to be public. People seem to be struggling with that concept, but it does not mean that they player city structure as it stands now is broken.




_______________________________________________________
Arsenal
The little green Napoleon
_______________________________________________________
Rubicon49BC
Mon Nov 03, 2003 12:59 pm
#46

I'm actually in favour of these high maintenance costs. How would you like it if Tatooine, Naboo and Corellia are litterally covered in Shuttleports, one every 1500 meters. it may be very easy, but all the fun would be gone of walking out there to do missions and stuff. Cities need to be a bit rare.



Colonel Malachon Draco, Imperial Army
Commander of The Imperial Order
Starsider
PanzerGR
Mon Nov 03, 2003 10:23 pm
#47

with maintenance costs for houses, resource exchanges, PA hall, faction bases, keeping up on equipment needs, trying to save up for vehicles and starships........a HUGE money sink would be devastating.


and lets not forget they want to put in item decay upon death....which will require insurance. And insurance ahs to be paid every time you die.


sorry, it shouldnt be costing this much.





"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

~~Check out Aly's Loot vendor behind my shop!~~

vortexala
Tue Nov 04, 2003 1:11 am
#48

Rarity of Cities is fine, but these rates are too heavy-handed.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Arrya
Tue Nov 04, 2003 1:22 am
#49






vortexala wrote:
Rarity of Cities is fine, but these rates are too heavy-handed.





What would be your solution then, should the devs just come out and ask people nicely not to blight the landscape with wall to wall cities? Somehow I doubt that will work, the MMORPG player base generally only responds to the heavy handed approach


Besides, this way we get a good solid money sink that the game has been lacking for a long time.




_______________________________________________________
Arsenal
The little green Napoleon
_______________________________________________________
Xytroncore
Tue Nov 04, 2003 2:35 am
#50

How will you pay for your city?: Welfare



_________________________________________________________
Manimal : Gunslinger
slugeater
Tue Nov 04, 2003 4:43 am
#51

Money isn't a real problem, with a TWO people group you can get 20K-30K an hour from Lok missions. Combat characters can make good money, too.



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.

Knocky
Tue Nov 04, 2003 5:25 am
#52






slugeater wrote:
Money isn't a real problem, with a TWO people group you can get 20K-30K an hour from Lok missions. Combat characters can make good money, too.




That is my point Sluggy. The rest of us are being punished for the actions and abilitiesof the Devs' favorite people, Combat Characters and their major supporter the Master Weaponsmith.
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