Politician Archive
Thread: Politicians and Player Cities: Ideas for involvement in the Space Expansion
Snikrop
Wed Mar 24, 2004 6:57 am
#53
My only concern with player cities and the space expansion involves how the players will guide the ships between cities. Will we be able to physically land our ships on the ground, take off, fly at a couple hundred meters above the surface to the next city over, maybe pull back on the stick, gain altitude to hyper-it over to another planet, where we will then be able to manually fly down through the atmosphere to land? I realize that's a near run-on sentence, but it covers a very basic mechanic.
Will getting in my ship to "fly" be simply choosing a desitination, and then going to a loading screen to appear, much like current travel, with ship already landed and me standing outside?
Will it be a "queue your flight plans" like you "queue your combat actions," resulting in something like the flight system in the dice and paper star wars where a player says,
"okay ,now do a barrel roll, followed by a figure eight. Oh crap I missed the dice roll on the figure 8 cross-reference to the Failed Attempts table!".
I think this is so important a distinction for what kind of features need to be in player cities and ultimately a lack of this style of active, "X-wing vs. Tie Fighter" flight, could be one of few ways that the space expansion could fail. Certainly, if I'll be visually navigating to my home on Dantooine, I want a player city star port to land in, a space ship garage on the flight line to taxi my ship into, and some sort of aircraft/spacecraft artillery in my city!
Will getting in my ship to "fly" be simply choosing a desitination, and then going to a loading screen to appear, much like current travel, with ship already landed and me standing outside?
Will it be a "queue your flight plans" like you "queue your combat actions," resulting in something like the flight system in the dice and paper star wars where a player says,
"okay ,now do a barrel roll, followed by a figure eight. Oh crap I missed the dice roll on the figure 8 cross-reference to the Failed Attempts table!".
I think this is so important a distinction for what kind of features need to be in player cities and ultimately a lack of this style of active, "X-wing vs. Tie Fighter" flight, could be one of few ways that the space expansion could fail. Certainly, if I'll be visually navigating to my home on Dantooine, I want a player city star port to land in, a space ship garage on the flight line to taxi my ship into, and some sort of aircraft/spacecraft artillery in my city!
Message Edited by Snikrop on 03-24-2004 08:03 AM
Obi-Wan-Keneli
Wed Mar 24, 2004 6:59 am
#54
This is what i think, I think only scouts or rangers should be able to go into "uncharted space" in this Uncharted space they can discover new planets! Now the ranger can either NOT tell anyone or like register it for colonozation! Now after it is registered for colonozation it can only be accesssed by a poloticion! The Poloticion can now set up a small outpost and register the planet, as lets say Kashyyk. He may then charge a fee for people to come here, and he pays a high percentage to the explorrer! The planet is now on the map just like any other planet, the only difference is the Poloticion controls the whole planet! The polotcion can also grant other polticions the ability to make More outposts, or take over his outpost, because its hard work watching over 12 outposts. When a poloticion owns a planet he is called "king" Queen" or "senator"!
Planets like Kashyyk can only hold villiages, but more advanced ones can hold more advanced citys. So this is a way Rangers, and Poloticions can become rich, its not easy by the way to find and control planets. HIGH maintenance fees, wide range to cover, PLUS most of space is just space debris and the like, uncharted territory is dangerouse! Anyway thats my two cents, feel free to contradict me.. if u understand
JWing
Wed Mar 24, 2004 7:02 am
#55
Bajeezus wrote:
As the focus of development for a large portion of the SWG dev team, the Space Expansion seems ripe for player input at a time when good new ideas still have a chance for impact on the design. Although player cities might seem to be connected only to the ground game in SWG, the Space Expansion will be most successful if it is fully integrated with the ground game, not some separate thing that you leavethe ground game to go off to play for a while. Player cities, as the focal point of social and economic activity in SWG should have a central role in the Space Expansion as well.
To go further, theconcept of player cities, having a large number of players coming together to cooperatively build something larger and more permanent than any single player could, seems to translate well to some aspects of what could be envisioned for the Space Expansion, space stations, capitol ships, etc.
What role would you like to see player cities play in the Space Expansion? What place should player cities play in these aspects of the Space Expansion:
- Travel
- Economic-Trade
- Ship Construction
- Smuggling
- Space Combat - city facilities in role of combat support, staging, recovery...
- Storage of ships
- Space Stations as cities
What do you think about these issues? Do you have other concepts you'd like to share?
/faints
WOW, someone besides a Smuggler also feels like we need Smuggling!!
/salute
meeuki
Wed Mar 24, 2004 7:06 am
#56
since continuity is already so far out of wack, why not bring back the galactic senate? each mayor gets to be a senator!
=|
=|
johnautry613
Wed Mar 24, 2004 8:14 am
#57
I am thinking somethign along the lines of skyhooks. Used for ground connection to cities from orbit and links to large space bourn structures like space docks and the like.
Sound logical?
Dronayus
Wed Mar 24, 2004 8:19 am
#58
What i would love is a space community. Crafters can have shops in space and players can doc near the shop and enter it and buy ship related products, repair kits, weaponry, maybe modicifation peices, etc... Or have space stations like an imperial station partoled by imperial fighters that players can doc and do commerce in. Space factional bases would be nice as well, where players can drop a factional bases where it has atroids around it that are equiped with turrets or t he station itself is outfitted with them and the way to destroy is the old fashion way, just nuke the sucker. The freeness of space should not only be limited to flight but must also become a community of it's own. There should be enough to do in space to where you only go on the planets only when you have to or when your getting structure damage emails, lol.
Everseeker
Wed Mar 24, 2004 8:36 am
#59
Arrya wrote:
Baj,
Do you have any idea on what the timeframe is for when they are going to release more info on the SE?
Please don't say E3...
Sorry, I strongly suspect that the info will be parcelled out in 2 passes... Some at E3, some at the Fan-Fest. Doubt the Marketeers would let ANYTHING happen before then (It's their time in the sun... If TH tipped their hand, he'd probably wind up duct taped to the ceiling... )
Snikrop
Wed Mar 24, 2004 8:43 am
#60
Everseeker wrote:
Arrya wrote:Baj,
Do you have any idea on what the timeframe is for when they are going to release more info on the SE?
Please don't say E3...
Sorry, I strongly suspect that the info will be parcelled out in 2 passes... Some at E3, some at the Fan-Fest. Doubt the Marketeers would let ANYTHING happen before then (It's their time in the sun... If TH tipped their hand, he'd probably wind up duct taped to the ceiling... )
You are a dev aren't you?! Spot On SOE speak.
Salporin_Wookie
Wed Mar 24, 2004 9:19 am
#61
OK, here's an idea for you...
Basic premise...
Starships should be everybit as much a part of the environment as houses. They should be real and massive and not "pulled from your pocket". They should use fuel and take small amounts of "wear and tear" damage. They should use fuel at all times (running ship's sytems) and more fuel when travelling.
new city structure...
Landing port... Starport size structure with several "docking ports". Docking ports are lift plates from underground storage. each docking port has a terminal where you can call your ship from "deep storage".
To call your ship, you approach the terminal and submit a request to call your ship. Your ship rises from the ground on the lift plate. To store a ship, land on a plate and select "store" from the terminal. Stored ships do not experience decay or fuel use.
Rather than taking damage like speeders, ships should use up fuel. This fuel can be replenished at landingports. Fees for this fuel is subtracted from vehicle maintenence fund (similar to house maintenence) whenever you land at a landingport.
points
**player city landing ports are either only usable by citizens, or charge an additional fee for non-residents
**eliminates the "immersion breaker" of pulling a starship from your pocket.
**enforces the "starwars" experience and makes owning a ship more "real"
**ships can only be called where they were stored.
**ships which are not stored experience small amounts of decay and fuel usage. This decay stops when stored at a landing port.
**ships should have a maintenece fund like houses from which the landing port subtracts repair and fuel fees. If you do not have enough money in the fund, the ship can be called but will not be repaired or fueled.
Salporin_Wookie
Wed Mar 24, 2004 9:20 am
#62
OK, here's an idea for you...
Basic premise...
Starships should be everybit as much a part of the environment as houses. They should be real and massive and not "pulled from your pocket". They should use fuel and take small amounts of "wear and tear" damage. They should use fuel at all times (running ship's sytems) and more fuel when travelling.
new city structure...
Landing port... Starport size structure with several "docking ports". Docking ports are lift plates from underground storage. each docking port has a terminal where you can call your ship from "deep storage".
To call your ship, you approach the terminal and submit a request to call your ship. Your ship rises from the ground on the lift plate. To store a ship, land on a plate and select "store" from the terminal. Stored ships do not experience decay or fuel use.
Rather than taking damage like speeders, ships should use up fuel. This fuel can be replenished at landingports. Fees for this fuel is subtracted from vehicle maintenence fund (similar to house maintenence) whenever you land at a landingport.
points
**player city landing ports are either only usable by citizens, or charge an additional fee for non-residents
**eliminates the "immersion breaker" of pulling a starship from your pocket.
**enforces the "starwars" experience and makes owning a ship more "real"
**ships can only be called where they were stored.
**ships which are not stored experience small amounts of decay and fuel usage. This decay stops when stored at a landing port.
**ships should have a maintenece fund like houses from which the landing port subtracts repair and fuel fees. If you do not have enough money in the fund, the ship can be called but will not be repaired or fueled.
oredude
Wed Mar 24, 2004 9:24 am
#63
I know this thread is entitled politicians and player cities, but i want to get this point across very early on before things unfold in a certain direction. I just want to say for the many of us who prefer to remain independent and who are not part of guilds or player cities, it is my hope that the new space expansion will not forget this specific group of people and that the new space expansion will allow us to be as involved as those people who are in guilds and who participate in player cities. Thank you.
Redfenril
Wed Mar 24, 2004 9:34 am
#64
One thing I'd like to see is the ability to defend cities durring an air strike.
The Empire needs to show that cities that supportthe Rebellion are considered rouge cities and must burn, I don't know what reason the Rebels would have to air strike an Imperial city.
The point is that durring an impending air strike, the people on the ground can either get to their fighters OR man an anti-air battery to shoot down the fighter/bomber force.
People will complain that they worked hard on thier cities and they don't want it flattened, do you guys want the realism of war in this game or not?
Any suggestions on this?
Kdr_Kane
Wed Mar 24, 2004 12:16 pm
#65
About the only thing that sounds reasonable is to allow starports in Player Cities. The mechanics of having the generic SWG game and the expansion will probably be too different to change much else on planet.
That being said, space stations should consist of docking modules similiar to housing on planets. You get enough together and add a Command Center and bang, you got a space station. A space station would work very much like a normal player city with a Station Director (mayor). Of course, there'd be different stationlevels much the same way player cities expand.
One thing I'd like to see come out of this concept. Maybe a player city could set up a "sister city" type relationship with a space station with some added benefits?