Politician Archive

Thread: #1 issue: Politician Gameplay and Skills. Submit your solutions.

Rufkin
Sun Jan 11, 2004 6:46 am
#53

City message of the day... that is not worth keeping near 70 skill pts invested in a profession. You can add all of the citizens to your friend list, select them all, and mail them all by clicking mail. So I suggest not putting this at master, it is not an advantage at all. I see it as a convenience, one that should already be in game.


One good suggestion I saw, was the bulliten board terminal. Make the content controlled by the mayor, like when you sell an item to a vendor.


A better idea would be the ability to add a bazaar terminal.


An even better idea would be the ability to add a faction recruiter.


MY FAVORITE , one that would give reason to keep Master, is giving the Masters the ability of a faction recruiter, to allow their faction members to declare. This is an obvious way of making Politician worth keeping.



Rufnik, Warmaster


City of Amber, Corellia


Bria

Krisskar
Sun Jan 11, 2004 12:03 pm
#54

1) Reduced maintenance costs for gaining Politician skills. Incremental reductions possibly 1% per box, with an additional 5% if you get master politician----best suggestion I read here.


2) Ability to "bless" deeds to get more "terrain forgiveness". Again, this ability could increase as you complete boxes on the skill tree. However, even Master P shouldn't be able to bless a deed such that it could be placed anywhere (no houses under theed waterfall halfway up for example......I know you can't place there, just an extreme example)


3) a modified city-specific bazaar terminal. Anyone could come to the terminal and pay for a "classified ad". Cost for ad set by the mayor. Money goes to the city. Mayor could write a paragraph or two. Once a week this "newspaper" is posted to all bazaar terminals for sale at a universally set price. City pays a fee for having newspaper on bazaar. Galaxy wide players could buy these "newspapers" and peruse the classified ads and read the Mayor's column.--Now this could really be fun.....imagine good writers getting a huge following...There would be a wide selection of "newspapers" to choose from.


4) Ability to create missions. For example, a race. Mayor could input waypoints into a mission terminal (just by typing the waypoint and planet). ThentheMayorcould sell a set number of "tickets" on the bazaar (Money goes to city treasury). You buy a ticket which tells you where and when the race is. Show up and, and at the beginning of the race, the mayor "activates" the mission. Those who have a ticket get the mission specifics loaded into their datapad. Winner gets the payout like on standard mission. (Payout could be a percentage of the income for tickets....could also be a 2n'd and 3rd place) -- the mission terminals already exist. the bazaar terminals already exist. missions already exist...this should NOT be extremely back breaking to do.




Krisskar
Sun Jan 11, 2004 12:09 pm
#55

---oops. On 1) reduced costs for politician xp, I forgot to say that the Mayor gets "paid" half of what he saves the city.
DSSABombero
Sun Jan 11, 2004 1:26 pm
#56

I know i too am coming in a tad late. I think many people have some very good ideas and i'd like to add a few.

first, i dont think the buff should be the main concearn/problem that we bring to the devs. to me its not that much of an improvement that we should use that as our "top rated" concearn.

I think our top concearn should be the amount of skill points currently used to gain master. for those of us with 2 accounts its not that big of a deal as we have a whole other character we can use how we feel. but for those with just the one acount, this can become game breaking. too many skill points used up for basically no reward. I feel it would be best to adress this issue and also incorporate something along the lines of "spending" poli exp for ceartain perks into 1 concearn. and that, IMO should be where we start.


i also feel some other ideas that may or may not have been mentioned, are

*give the mayor the ability to move houses around the city. i know our city has a few wasted boxes of land, that if i were simply allowed to move 3 or 4 houses around, i could then utilize theses dead boxes to place more homes. and correct me if i'm wrong, but i beleive we were origionally promised this skill way back when, before game release even.

**allow cities to declare a faction. by doing so you gain X amount of that factions npc's in your town. have thses npc's attack overt members of the opposing faction and be open to attack. have the amount of npc's allowwed increase with each 4th tier lvl you aquire. cities can collect faction points from each member of the opposing faction killed within its limits and also lose faction with each member of its faction killed. at master level, the mayor could then use the city faction points gained to purchase certain perks for the city. if your citties faction points drop below a certain number, you lose the ability to call faction militia(see below), purchase any faction perks, and have random faction npcs patrol the city.

***for the militia and a possible way around /warn. have the mayor be granted a certain amount of npc's militia with each skill in that branch. the militia member will appear in the mayors datapad and must be placed at a certain spot in town and they will patrol say a 50 meter area from the place they were placed. once a PC militia member or the mayor /warn someone, the npc militia will attack after a certain time if that person has not left the city limits. once attaining master poli, you can get faction based militiamen if your city has declared for one side of the GCW. if a npc militiamen is killed, have it respawn in an hour or 2, or maybe even a day in the spot it was placed. or even have the dead npc appear back in the mayors datapad and then have to be replaced in a certain area. if a city is neutral and you're a master poli, perhaps incorporate the idea of using one of the other factions as militiamen. you can use that other idea about being able to buy faction standng with say jabba. you would have to have good standing with the desired faction, then have to go to a npc of that faction and "hire" yourself some militia.


**** i think the /MOTD is an excellent idea. have asked for soemthing like that with thye guild and guild chats.

***** another idea i liked is toallow other politicians to be involved. perhaps allow up to 4 other polis to be appointed ertain titles in the city. 1 for each brabch of the tree. said poli must have3rd lvl in the branch to gain this title and must have 4th lvl to gain all the abilities that come along with it.

****** all of these added skills can be either 4th tier or master level, this will keep people from dropping all the skills once master is attained.


sorry for the mispellings, its 330 am



Franq Abom'bero
"The Pink Pilot"
Well its more of a fuzzy peach than a pink, but oh well
Cinobyte
Mon Jan 12, 2004 4:56 am
#57

1) Increasing the number of decorations allowed within a city could at least buy some time before the skill seems useless. Once all the decorations your city can handle are up where you want them, there is nothing else to do with that particular skill.

2) Perhaps the ability to earn a salary would be a nice addition to becoming a Master Politician and being in office at the time. A modest amount that is added to the Mayor's bank account once a week like successfully completing a mission from a terminal.
This ability should only be a master politician ability (One that is currently in office) otherwise the mayor will be tempted to level only in the branch that offers it.
A salary could be paid to Novice Politicians in office as well, but at a much smaller amount.
In addition this salary should not come from the city treasury.

3) The answer could also be as simple as keeping the skills the way they are but make their skill point cost less expensive. 1 skill point each box maybe. As it is the skills are useless to anyone who isn't the mayor of a city, and take forever to gain so why be so demanding with the skill points?

Honestly those are my best solutions. Personally I would just like the skills to cost less. I am the mayor of a city that is run for the most part by my PA's council. So my job is to inact their will and greet all new citizens. I do enjoy myself, at least through the city decoration aspect, but there is no denying what I really am:
Someone to take the necessary skill point hit in order to have a city.



Dredge Hip'Levo
Mayor of Ostium Vepres

A simple bard, he asks very little and gives a lot.
Nuetral he stands as fighting is for naught.
Across the dunes he plays his tunes.
Until the music critics kill him and he rots.

HiroBlack
Mon Jan 12, 2004 6:41 am
#58

Shaedar, that is some great stuff there! I'm not sure that the devs are ever going to go for your proposed discounts on the Fiscal Policy tree. They're big on implementing money sinks, and making life less costly probably isn't in the cards despite your perfectly sound justification for it. Still, that was some very nice work!



- Acroyear




ACROYEAR
LEADER OF THE GUILD OF DESCENDANTS
-=Acroyear Starship Restoration of Talus=-
Rebel Ace Pilot =|= Master Shipwright (+2 Engine Experimentation, +2 Weapon Systems Experimentation, +1 Chassis Experimentation)=|= Merchant
/waypoint 1730 -4350 SE of Dearic, on Talus in TALUSIAN TRADE CENTER in Tal'Alderaan
Never argue with someone with a lightsaber in their sig. They'll just drag you down to their level and beat you with experience...
Bajeezus
Mon Jan 12, 2004 2:39 pm
#59






Kerico wrote:

...once you hit master you have no use for more PoliXP.


...Basically allow them to be spent like faction points. You need to be a higher ranked mayor because otherwise you're xp will be capped and won't be able to accumulate as much PoliXP to buy the really cool things.




Oh, yeah, just for the record, Kerico's idea for spending political XPis awesome. It makes perfect contextual sense, given that the source of a politician's power is his mandate from the people measured in votes. More votes, more power to get things done. That's the way it happens in the real world, and this plan would make it that way in SWG. Very cool.
Rufkin
Mon Jan 12, 2004 3:42 pm
#60




Kerico wrote:

...once you hit master you have no use for more PoliXP.


...Basically allow them to be spent like faction points. You need to be a higher ranked mayor because otherwise you're xp will be capped and won't be able to accumulate as much PoliXP to buy the really cool things.





Bajeezus wrote:
Oh, yeah, just for the record, Kerico's idea for spending political XPis awesome. It makes perfectcontextual sense, given that the source of a politician's power is his mandate from the people measured in votes. More votes, more power to get things done. That's the way it happens in the real world, and this plan would make it that way in SWG. Very cool.







I like the idea about trading in xp for city funds. That would help out a lot. But I'm not interested in trading it to place objects, unless the skill pts are removed from Politician. I don't want it to take 6 months for people to master this profession, when every other profession, except BH, can be mastered in 2 weeks. (this includes weaponsmith, DE, armorsmith, dancer,Pistoleer, CH all of them except BH for any grinder) DON"T MAKE IT HARDER. It is already difficult enough time-wise unless you have capped your xp every election. An alternative to allow this xp spending ideato placestructures and the like, would be to lower the skill boxes xp cost, by the new xpcost of the structure. However, since that is pointless, it is pointless.


I would also like to see the city special REMOVED if a mayor is voted out, or sells back the skill box. This would not only ensure that mayor keeps boxes, but it would also help advanced mayors retain their position, or evenpromote their campaign in an election, based on their skill to provide such and such city special.


I still like my idea too (master=recruiter)... It's in this forum, about 4 posts up, check it out.



Rufnik, Warmaster


Mayor of Amber, Corellia


Bria


Reavus
Mon Jan 12, 2004 5:59 pm
#61



Bajeezus wrote:

Shaedar: Great skill tree there. I would want to see a full discussion from this entire profession community on the idea of revoking city features if they are not supported by the mayor's current skills. On one hand, it is an answer to the problem of having mayors give up skills as soon as they place the items the skills allow them to place. On the other hand, this is going to be seen as a nerf, and we have to make sure that it is a desired nerf before we go and ask for it.

Let's have that conversation here on this forum. Go ahead and start your own thread on the issue as a stand-alone debate.





My only problem with revoking city features if they are not supported by the mayor's current skills would be when a new mayor tries to run for office, or in the case where a mayor resigns and a novice must take over. This essentially punishes a city and its citizens.

True, it's cheap to learn a skill, place the structure, trainer or whatever and then unlearn the skill because it's no longer of use, yet still retain the benefits. In no other profession does this hold but I can understand the reasoning of the devs in allowing it.

I think it more important to add other abilities that only come from having that skill. A politician/mayor should not be an urban planner; merely placing structures, granting zoning rights, but something more.





Reavus Fain, Master Smuggler
Bajeezus
Tue Jan 13, 2004 1:03 am
#62

Shaedar: Great skill tree there. I would want to see a full discussion from this entire profession community on the idea of revoking city features if they are not supported by the mayor's current skills. On one hand, it is an answer to the problem of having mayors give up skills as soon as they place the items the skills allow them to place. On the other hand, this is going to be seen as a nerf, and we have to make sure that it is a desired nerf before we go and ask for it.


Let's have that conversation here on this forum. Go ahead and start your own thread on the issue as a stand-alone debate.

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