Politician Archive
Thread: polling our new top 5!
Message Edited by Trean on 11-27-2004 02:58 PM
- City Financial Improvements -- (fix sales tax - better accounting tools - better financial reporting through in-game menus and email - mission payout tax)
- City Generated PVE Missions and Content
- Master Politician Skills and Examination of our current cost in skill points.
- City Mall Structure, Factional City Structures and an increase in decoration limit for metropolis level cities.
- City Webpages similar to those created for EQ2 guilds.
1. Increase city decoration visibility range to match houses and gardens. This would make our cities to look much better during night when streetlamps could be seen much further.
2. Increase city decoration count. Current numbers are not enough to keep citizens happy. They don't like dark streets.
3. Give us the ability to remove grass inside the cities or even change ground textures to pavement for example. Not throughout the city, but in certain areas only like on streets andsquares.
4. More city decoration types and civic structures, like benches, an observation tower, swimming hall, ![]()
5. Mayor of xxxx title
As you can see my wishes are mostly cosmetic. We havent had problems with griefing so far. Our city map is up-to-date so I know the owners of the houses and getting XP and skill points...I can live with them.
Sidious_Inoxi wrote:
TOP 1 : Reinstate /citywarn with modifications
TOP 2 : Remove Skill Points for Politicians
TOP 3: Remove Decoration lots for Streetlamps/Streetsigns (TOP 4)
TOP 4: Add Streetsigns for easier navigation
TOP 5: AddGameMaster(tm) Terminals for Mayors to spawn NPCs and create Stories (Master Politician Box skill)
Reggi wrote:
1. Capital City Certification (Master Politician Only) will allow the city to expand another 100M in Diameter.
a. Must have 200+ Citizens
b. Must have Master Politician Skill
c. Grants Mayor the Ability to Place the Capitial Building
2. More Diverse City Structures
a. Bridges
b. Walls (can be flown over with a speeder, like the walls in Nashal) - The wall much have an entrance / exit if a wall encirclesastructure or city.
c. Road Tiles
3. Double City Specilization at master
4. Enhanced City Security (And possibly making your city an Imperial / Rebel Strong hold.. which would have to be coordinated with the Mayor and a factional recruiter and involve the exchange of Money (bribe) and Faction points. Would place Storm Troopers / Rebel Commandos on city streets for security and allow the Mayor to place turrets and faction scanners in the city).
5. City Communication (For example like in a PA the Guild leader can communicate with all of the Guild members by send out a guild mail.. an equivelent is needed for mayor)
6. Need to determin who lives in what house (We should be able to radial menu the house sign and determine:
a. Current Maintenance on the House
b. Who is the Owner
c. Who uses this house as a residence
1) Each planet already has a capitol NPC city
2) Good idea
3) Yeah I wish they could have just fixed that in the first place instead of removing it
4) Just place a base in your city then. Minefields were made to only be near bases because of grieving. I suspect they will see grieving issues with this.
6) ABSOLUTELY
furrycat wrote:
1a: Voting: XP
Some good suggestions I've seen: a) Any citizen who logs on during the voting cycle has his vote defaulted to the mayor but he may change the vote at any time. b) All abstentions are counted towards the winning candidates total after polling has closed but before XP is awarded. c) Full XP is granted to the mayor when he runs unopposed, regardless of how many citizens actually vote.
1b: Voting: Registration
Anyone who registers to run in an election should be automatically registered for the next election, regardless of the result. Candidates can withdraw from the race at any time and will not be registered for subsequent elections without further action on their part.
2: /citywarn
Mayors and their militia should be able to /citywarn again. Give the warned player 30 seconds x city rank to leave city limits before being attackable; eg: one minute for a rank 2 city. Optionally disable all wounds and item decay for players killed after /citywarn, to prevent griefing.
3a: Profession advancement
Politician boxes should not require skillpoints (similar to Pilot).
Master box should provide some value to the player.
3b: Profession advancement (alternative)
Politician boxes require no skillpoints for the Novice and Master boxes and 1 skillpoint for each other box (similar to Force Sensitive).
Master box should provide some value to the player.
4: Condemning buildings
The mayor should be able to /condemn a structure. If the owner does not log on within X days, the structure will be redeeded. The deed and its contents will be placed in the owner's bank so they are not lost. The deed will not be banked if it has less than 100% condition remaining. If the owner's bank is full it will be extended by an overflow amount so the items can be safely stored. If the owner does not have a bank an account will be automatically opened on the planet the city is on.
5: Moving buildings
The mayor should be able to move a structure to any buildable location within city limits. The process of moving the building would function like redeeding and immediately placing again. The building's current location would therefore be classed as buildable land during the process; this would allow a structure to be moved "one square to the north" or undergo a similar small adjustment. The contents of the house will not be affected. Optionally, the cost of redeeding the building could be deducted from the mayor's bank account.
6: Mayor title
Mayors would like to be able to choose the "Mayor" or, better, "Mayor of city" tag.
1a) Hmmm. Might be difficult to implement. Personally I have no issue with the current system
1b) I disagree. If there is any default person running it should only be the incumbant
2) Well longer than 30 seconds I would think. If he does die then there is already no decay and if he is cloned no wounds.
3a) ABSOLUTELY NOT!!. You will have everyone and his dog doing it just for the badge lol. Not only that it is easier to unseat a mayor now. There should be a cost to it so the Mayors are people that want to be one and do it properly. Now the skill point usage is a bit high for what we get but zero is the wrong answer IMO
3b)Well I think more but at least the alternative is not zero lol
4) Good idea but the mechanic suggested is a bit flawed. A house can contain more than the bank can hold. Maybe the stucture can just be moved by the system outside thec ity limits with a new WP being mailed to the owner. Drawback to that is would be that would probably be hard to implement.
5) I would love to be able to adjust buildings.
On possible solutions to XP loss.
> 1a) Hmmm. Might be difficult to implement.
I imagine making the changes we now have (which nobody asked for and numerous people spoke out against when they entered testing) were difficult to implement.
> Personally I have no issue with the current system.
I've missed out on 44% of my XP since the system came into place. Another mayor became depressed at a perceived lack of support from citizens following the changes. An in-game friend is rethinking placing a city hall for his guild after realising the enormity of the task facing new mayors seeking to level up fast enough to provide even basic services. Meanwhile I have yet to receive any counterargument to the suggestion that we are now the only profession in the game whose XP advancement is totally dependent on other players' actions.
While this may be a non-issue for you, it is not #1 on my list without good reason.
And automatic re-registration for candidates...
> 1b) I disagree. If there is any default person running it should only be the incumbant
I think that anyone who wanted to run once would probably want to run again. However I concur that if nothing else at least this should apply to the incumbent.
Without votes he still wouldn't win so where's the harm in eliminating unnecessary hassle? Which, by the way, was only introduced with the patch.
Regarding a timer on /citywarn...
> 2) Well longer than 30 seconds I would think.
The actual number was just an idea. The focus of the suggestion was giving ample warning before the player could be attacked. By all means grant more time.
And its repercussions...
> If he does die then there is already no decay and if he is cloned no wounds.
There is indeed no item decay. However I think it's fair to say that unless you are looking for trouble, you won't be expecting to be attacked by the militia and may not have thought to clone. If citywarn is to be restored we will have to create a convincing argument that it will not be used for griefing. Restricting the penalties of citywarn to being physically run out of town would alleviate major concerns.
Regarding no skillpoints for mayoral abilities...
> 3a) ABSOLUTELY NOT!!. You will have everyone and his dog doing it just for the badge
So what? Other professions can be mastered "just for the badge" if the player is prepared to put in the effort. Anyone can already train Novice and run around with a Politician tag. It's city halls, citizens and votes that gain you XP. Who cares about skillpoints?
It's been said that reducing or removing skillpoint requirements would be a copout and that the correct solution would be to provide more content for the profession. I totally agree. But I don't see it happening any time soon and I'll take a copout ahead of spending the same amount of skillpoints as a Master Brawler for the ability to juggle trainers.
On condemning houses and moving their contents to the owner's bank...
> 4) Good idea but the mechanic suggested is a bit flawed. A house can contain
> more than the bank can hold.
Hence the suggestion that the bank overflow if necessary.
> Maybe the stucture can just be moved by the system outside thec ity limits with a
> new WP being mailed to the owner.
This could lead to houses cluttering up random parts of the world. Better to simply get rid of them and temporarily reassign the freed storage to the bank.
Message Edited by furrycat on 12-03-2004 07:13 PM