Politician Archive

Thread: Militia/City Ban woefully inadequate

Billiz
Mon Dec 01, 2003 8:00 am
#40

"Cities should not be permitted faction alignment."


Maybe you dont think so but they are.. You can have a faction aligned city.There are skillsto place rebel or imp terminals in the city. And bonus defence skills to help in defending the city in case of a enemy attack.


The PvP GCW players have just as much right to have a faction city as you havethe rightto have aneutral city.. It up to the citizens and mayor to decide.




TSA
The Swedish Alliance
http://www.tsa.nu
EccoTon
Mon Dec 01, 2003 8:07 am
#41

Not when SOE only allows 10 cities based on nothing more than first placement. I agree with everything here if there were more player cities. Not when there are only 10, they should be totally nuetral till more players have a chance. That is all I am saying. By having faction based cities and banningNEUTRAL players can be locked out for no reason. You say wait you will get your city. Maybe maybe not. However until then why can not you all wait like the rest of us. Keep towns neutral.
CaseytheHutt
Mon Dec 01, 2003 8:08 am
#42

You didn't read my last post did you?



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
Shakiel
Mon Dec 01, 2003 8:31 am
#43

If you want to have a city that is truly factional then you must do whatever is needed to protect it and defend it. Bolster your malitia and make them stay in town when on duty or patrols. Place faction bases in the city and they will bolster your own player malitia. Get covert scanners down and place turrets at key locations to keep an unwanted faction out. Planning and using good strategy will be the best way to get you what you want.


IMHO it would be a shame if the devs make a system that would allow a group of individuals to set a plot of land with an invisible line around their city that says "you have been banned from this city". Player cities are by design there for the players and to enhance the Galactic Civil War, Not so that a group of the same faction could make a "safe haven" for themselves to hide from their enemys.


All cities are neutral, how you plan and deploy your resources decides what faction or group controls it.




Shakiel (XFOR) - Master Shipwright/Merchant/Droid Engineer


Retrired Masters- Architect, Artisan, Merchant, Entertainer, Dancer, Medic, Brawler, Scout, Marksman, Rifleman, SquadLeader, Bio Engineer, Creature Handler, Ranger, Doctor, Chef, Weaponsmith
CaseytheHutt
Mon Dec 01, 2003 8:51 am
#44

Simply not true Shakiel. Look at my reasoning above. The close proximity of a cloning facility to the faction bases make defense of the bases impossible without the ability to ban attackers from that facility. And since it's completely LUDICROUS to suggest that we should have to maitain a sizeable miltia force 24 hours a day that would have to surround the cloning facility and ban any blue dot that gets near it on sight the only reasonable option is to enable the banning of PA's which are known hostiles ahead of time. I see no other way this can function.

As for cities being neutral, why is it that I can place faction bases & terminals in the city? Doesn't that necessarily enable a city to be structurally aligned with a faction - not just factional by nature of members of a particular faction living there?



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
EccoTon
Mon Dec 01, 2003 9:08 am
#45

You can! but not know! it is unfair to the 1000's of player that you agree got screwed. Why can you not accept a hold on player towns and banning for a few weeks til the system is fair to everyone. You should be postingsupport of a hold on this, that would help everyone. You say this is not a selfish request. It is because you get one of the rare towns and want to ban groups. It is not the time for that. If you are community oriented look with better eyes not all of us live in your safe secure town! There is a whole galaxy of players which your idea totally ignores at this time. If you put this much effort in the dev forums it might help change. I do! I want the game better for everyone not just one town. neutrals are getting banned all over this is a fact! Your idea would just make it easier to do that. How can you not see this just because you claim you will not do it does not mean it is not happening.Admit it you want total control over your town. That is your issue, total control! No one who can possibly hurt you gets in. You can say it is for better game play but it is for total control. Everyone who reads your post know that it is.


CaseytheHutt
Mon Dec 01, 2003 9:21 am
#46

You're just being silly now Ecco. Let me spell this out for you slowly:

W-E A-L-R-E-A-D-Y H-A-V-E T-O-T-A-L C-O-N-T-R-O-L O-F T-H-E C-I-T-Y

Nobody builds anything without my permission. Anybody who enters the city that we don't like gets a short trip to the cloning facility. If all I was about was control I wouldn't be wasting my time here because I'm there.

But we don't do that. Zoning is turned off, and most imperials who come by are treated very politely. If they make trouble they're toast, but as long as they're friendly we're friendly.

You continue to not listen to a word I say. I HAVE to bring this up now because it takes WEEKS for changes like this to be implemented. By the time these changes could be made THE CAP WILL ALREADY BY LIFTED. But if we don't talk about this NOW then we won't see these changes until the NEXT update a month and a half from now. It isn't a question of which change should go in first. The first increase in the city cap is probably going to go live within a couple days. Balance changes like this sit on TC for at least 2 weeks AFTER the development time that go into them, so we have a VERY NARROW window of time to get those changes done so that they can make the December monthly patch (along with vehicles [fingers & toes crossed]). By that time you'll already have what you want.



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
EccoTon
Mon Dec 01, 2003 10:01 am
#47

Let me spell it out for you. Why this is such a mess.


You admit players got screwed by the way towns were implamented. This includes your faction enemies and they paid for game too. Now you want to be able to ban them in one action! So they can not attack your home and hurt the stuff you have built.Ok you can ban an entire group. Fine! Your enemies did not get their town. Like us they live in an unoffical town totally vulnerable to you, their enemy. You have ban them so they can not attack your stronghold but you are totally free to attack them. At least if you have to target them idividually they can try to sneak in and attack you with their members who you have not targeted. You can attack there town all you want. How is this fair? You keep suggesting I am missing the point. No you are, the game is not working right and you want another skill. If the playing field was fair, great idea but it is not and will not be for a long time. Also they have said the cap will be raised 10 more only next time so the situation will not be corrected soon. SOE is slow in these changes. So this is an important issue! They could easily impalment your idea now if they wanted to. That is way I am so against it. With your idea you have a total tactical advantage! Bad idea til game is fixed then let's talk about your idea. No need to i-n-s-u-l-t.


CaseytheHutt
Mon Dec 01, 2003 10:10 am
#48

Umm, why is it a bad idea for me to have total tactical advantage IN MY HOME??????

We seem to be looking at this with a completely incompatible set of priorities. Your priority is to force open a system that you have been closed out of because you want in. My priority is to protect the investment we have made in the system which requires closing it a bit more.

The question for me boils down to who is being punished and why. You are being punished right now because of a bad design decision, as am I. The solution to my problem (improving the ban) is not exclusive of the solution to your problem (increasing the cap). Waiting to implement my solution is not going to help you (zoning still locks you out of city participation) but does place me at considerable risk of loss. Implementing my solution might hurt you (you might be banned from a few cities) but not nearly so much as the loss of factional structures and abuse of our facilities will hurt us.

Why is is that you seemed convinced that since you have to suffer the only reasonable arrangment is for EVERYBODY to suffer whether or not it helps you?



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
CaseytheHutt
Mon Dec 01, 2003 10:17 am
#49

I'm guessing the problem here is that your ticked off because these "land squatters" have banned you from their city so that you can't use their stuff. Sounds like they're being unfair to you.

Then again, I'm guessing from the tone you've taken in this thread that they banned you because when you found them "squatting" there you blew your top and made a horses rear-end out of yourself demanding they leave or share power or some such. That leaves me at a loss to feal bad for you. The way I see it, you've got 2 options. Stick your tail between your legs and go make friends with the guys so you can use their stuff again OR Thursday night plant a boatload of houses down in the 100m area around their current lvl 3 city so that when they expand to lvl 4 your houses become part of the city and, if you've got enough people, you take control of the city the next week and can be your own petty tyrant.



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
IsaacPalinander
Mon Dec 01, 2003 10:18 am
#50

/cityban and /citywarn are little more than griefing tools used by people to keep their cities the private enclaves they were never intended to be. I was running thorugh a player city just a few days ago.... running mind you, not shopping, not talking to anyone, not doing anything but just passing through, when I get banned not once, but 4 times. This was not the original intent behind this system. If you don't want people of the opposite faction landing in your city on a raid, ring the shuttleport with faction bases and whatever other utterly ridiculous things you feel are necessary, but the militia system is yet another tool for the power-mad.



Isaac Palinander
Master Doctor/Master Medic/Master Swordsman, Patron Saint of Sarcasm, The Church of Alvis
Margaux Aderbrent: Master Architect/Master Armorsmith/Master Artisan
Cale Palinander: Dark Jedi Knight

CaseytheHutt
Mon Dec 01, 2003 10:19 am
#51

Or you can just build your city on another planet that isn't capped yet. That's certainly what we would have done had we not made it in under the cap the first day. I guess it all depends on whether you'd rather light a candle or just sit around cursing the darkness...



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
CaseytheHutt
Mon Dec 01, 2003 10:22 am
#52

Isaac, this is Star Wars. The cities in Star Wars are SUPPOSED to be run by tyrants most of the time. The Hutts weren't big into democracy. Even Lando ran his own city without consultation of the citizens. We're just role playing.



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
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