Politician Archive
Thread: Politician and the GCW: a refinement thread (outdated, do not post)
RedRum_IV
Wed Jun 16, 2004 12:39 am
#53
Not sure if this have been said before in another thread or topic, but I think having a city chat channel would be nice.
Along those lines, factional cities should also have the abilitie to send system messages to it's citizens that are online, "City under attack" when a base or it's systems are under attack. Maybe even have messages like "Warning: Hostiles within city limits" when any red dot is within city limits.
My wish is that there is some better communication for citizens.
BadMisterFrosty
Fri Jun 18, 2004 8:02 am
#54
I have been asked to notify you a thread I wrote in the GCW forums.
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=199958
Although this seems much, I guess some points maybe viable for any other system they consider.
Buildings give basically:
You do not need new buildings at all, the mentionedeffects could be assigned to existing assets, I specify it in the notes!
- Bonus for players who met certain prerequisites (faction alignment, wears stormtrooper-armor, player with certain rank...). Thus, they encourage players to meet the prerequisites if they want the 'bonus'.
NOTES: The bonuses can be assigned to existing buildings. Example: Hospital gives HA Bonus, Cantina M Bonus. Bonus could be any kind of stat modification such as regneration rates. Aligned City Hallscould give the stormtrooper-bonus.
- Prerequisites for thepurchase and usage of perks (e.g. walker-facilities for the purchase of walkers, landingsite to call walkers). This could be crucial to give GCW a sense. Lets say, empire can purchase and call(!) AT-AT (yes, the big ones!) only at certain structures, rebels would try to destroy thatstructures on a planet effectively defending their homeworld. The imperials cannot just take the AT-AT in their pocket, they must set up and defend these structures to use (purchase and call!)the walker on that planet.Alongside a sense of the war,it gives the galaxy a sense of place: right now, you take a bunch of friends, fly across the galaxy and strike somewhere (pretty much like out of thin air). In this version you must set up fortresses first, maintain and defend them to have additional firepower. And lets say, you need AT-AT to 'deactivate' certain structures?
NOTES: This based on the idea of different new structures. You can do it with existing assets. Example: a strategic base allows players to callAT-AT walker. They must then march a long way to their destination, vulnerable to ambushes of the rebellion. An aligned shuttleport would not allow to be used by enemies and you could launch your faction craft from there rather than public starports.
- Spawn. Yes, good old monster generators as defensive for the stronghold.
NOTES: To make the city feel aligned to a faction (especially empire), there must be spawn patrolling.I can be added to certain buildings. I would suggest, tospawn stormtrooper as guards at fix positions besides doors of large civic buildings.
- perks to assign to defensive points (it respawns as long as the building is active)
NOTES: In this version, we want to manage it without new buildings. But the idea of perks which could be assigned to certain places would still work. Every HQ in a certain radius gives, based upon the type of HQ, certain perks to assign to buildings in the city. This radius should be much larger than the city radius, so HQs around would backup the spawn in the city itself. Example: Forward HQ gives you an additional recruiter. You can place the officer like trainer within you city as long as the HQs somewhere outside remains active. If your opponent destroys that HQ, the recruiter is gone as well.
Viol8r
Wed Jun 23, 2004 11:33 pm
#56
posted this for EdmondDantes
Well reading other post the Devs said if we want cities to be fixed or to become useful then we have to find a way to intergrate them into the GCW...Well how about giving the Mayors an option on the City Terminal to designate their City Imperial/Rebel/Neutral and it could like a base spawn NPC's of that faction...that way you can now bring PVP to the cities that want it...ofcourse you would only be able to select the faction of the mayor but atleast turn on the NPC spawn...the mayor can designate part of the city budget to how many NPC's are hired to protect the city...anyhow I think you get the idea I am trying to come up with...
Message Edited by Viol8r on 06-23-2004 11:33 PM
Aogik
Sat Jun 26, 2004 5:30 pm
#57
Now these ideas are awesome. Lets hope some of them atleast make it through the grind. 8)
Blackferne
Tue Jul 20, 2004 6:58 am
#58
Pappi wrote:
PsychoticChipmunk wrote:
What didn't they like about the walls? I mean they themselves used a ton of walls in their cities after all.
um, exploits, I guess
They were afraid of players using them to direct trafiic into explotable combat scenarios. Also lets say somebody built a house in your city. You could in theory wall them in unless you made every wall segment have a doorway, and what would be the point of that.
Also I think Factional cities should have a Faction Point bonus to missions grabbed from faction mission terminals within the city the same way that "improved job market" increases pay.
jjmartin
Tue Jul 20, 2004 11:06 am
#59
I agree with it all. Sorry that I am not reading all of the other replies to it.
I think a recruiter is needed. Maybe Jest3r does not agree with it. But it would be great of people used our cities more then just a closet. Anything that promotes more people in these cities and out of C'net and Theed would be fantastic. I beleive that a Factional Recruiter would help that.
jmecobb
Tue Jul 20, 2004 12:14 pm
#60
Here is a thought .give the faction bases a ranked required player slot. . mayor/city, guild leader /guild hall, base commander/base.
as for the requirements for a faction declared city with base have either ranked politician or base commander to maintain status upon loss or resignation of mayor or base commander.
requirements for faction declared city: initially a ranked politician and a base with a commander. and either slot occupied to maintain status as a faction declared city.
as for the recruiters i think this should be reduced or removed and players with a required rank become recruiters to get more people involved in the faction struggle.
badpin
Thu Jul 22, 2004 2:23 pm
#61
As mayor of a city on naboo since the second city expansion (first lasted what 10mi) I feel there is an issue that is being used as an exploit and makes this game very un-fair and needs to be fixed.
What I am speaking of is the Cross server trades to attain residents and keep a city and metropolis still active. I feel that this is a major game flaw and needs to be fixed.
My suggestion is this----
Each account is only allowed to have a resident in 1 player city per account, period.
This would solve the problem that exists at this time and get rid of all those 8-10 account cities and allow those of us that have worked hard without exploits like this to get what we truly deserve a city.
I would at this time like to challenge any and all Mayors out there (although most seem to be in-active accounts or server trades themselves) to remove any cross server trade residents from your cities this would be a respectful thing to do and help create fair game play.
Pinwha Mayor of Anarchy
BRP1
Thu Jul 22, 2004 11:18 pm
#62
Absolutely beautiful... 
I would really like to see the option of city walls and more options for city fortifications... factional bases that belong to the city instead of the individual players and a city faction point treasury.. 
I truly hope that all of these are implemented! It will drastically improve participation in the GCW as well as make the environment feel more Starwars like.
Oh, and about the long range scanners... If a city is declared as an overt city, I am concerned about people bringing in coverts then getting gtefs.... Why not just have it set up so if a covert member from opposite faction enters your Overt city then they are automatically flagged??? The flag would wear off 5 min after they leave the city...
Valoris
Drakessa
Fri Jul 23, 2004 8:26 pm
#63
All sounds great! 
Please can we get /grantzoningrights and milita seperated too, they're policemen not city planners
TFA_Maverick
Fri Jul 23, 2004 10:29 pm
#64
In general, I agree with everything proposed in the original post... except that factional HQs should be required. I hear the arguments that allowing a recruiter to be placed takes away the "only purpose" of bases at the moment, but realistically, any sort of city faction revamp would be pushed back and included with the GCW Revamp anyway... so at that time, bases should have a more distinct purpose anyway.
I'm inclined to agree with Kozel on his point that faction bases shouldn't be in cities in the first place... At least not in their current form.
Spud's idea of a civic structure "Recruiting Office" is spot-on... that's the absolute best possible thing I could ask for out of this whole thread. A simple indestructable civic structure which houses a recruiter, maybe a few recruitment posters, his desk, and a couple of honor guards with 1 or 0 FP for killing them to discourage their farming.
NPC patrols is also a wonderful idea, especially the thought of having guards spawn alongside the doors of civic structures... nice extra RP touch, even at the risk of farmers.
I didn't totally follow the whole AT-AT reply, and didn't agree with the gist of what was said... but there was one thing in it that I took as an intriguing inspiration. Perhaps with these Recruiting Offices, you could give a terminal where factional militia members would be able to, at discounted costs (oroptimistically at credit-only costs, with FP not entering the equation), hire (read: spawn) units of city-only NPCs of every available class for city defense... preferably with formations as hiring options, perhaps the only option, ie, hire "Stormtrooper Squad", or "Dark Trooper Squad," or "AT-ST Lance," etc. The NPC unit(s) or individual NPCs would then follow the hiring militia member and treat him/her as their "owner." The NPCs would under no circumstances leave the city limits, and be released if the controlling character strays outside the city limits for, say, 30 seconds. The patrol would remain with the militia member until he left the city limits, releases them, they are destroyed, or after a certain time period (say, two hours). Once released, they would either mill about briefly before vanishing, vanish immediately, or perhaps march back to the recruiting post, enter it, and then vanish (the latter being the favored option).
I really don't particularly care for bases in city limits, or destructable things to support that idea (such as walls, exterior turrets, etc etc), but the simple idea of a recruiting post, and perhaps the ability to generate and control NPC patrols... would be the bread and butter of any faction allignment allowed for cities.
/endmy2bits
JediMasterZadak
Thu Nov 04, 2004 10:43 pm
#65
I think it would be neat to allow all declared cities of a faction to allow their mayor to take part in a factional assembly that could be located in one of the capitol buildings for each faction. The Imperial mayors could meet either in Deeja Peak or Bestine while the capitol building for the rebels is corronet.
At this capitol building there could be a voting terminal where the assembly of mayors could elect a governor. I'm not sure what powers the governor could have but with the Jump to Light Speed perhaps control of a capitol ship such as a star destroyer. Also the ability to place bounties on factions or individuals.
The ability to place a certain number of faction bases without faction point cost. This would have the effect of bringing large numbers of cities together rather than the feeling that each one is independent of the other.
The other thing is that the battlefields are never used. One way of ensuring their use is to put up a special base there which could change hands depending on who holds it for a certain period of time. Whoever controls that base has surrounding land rights to very rich harvest of resources. Like 5 times the normal rate. This would give players incentive to fight over certain areas without interfering with the large areas used for normal harvesting.