Politician Archive
Thread: Politician and Player City Issues/Wish List (updated 9.3.2005)
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Ziso
Sun Oct 30, 2005 1:20 am
#105
What i would like as we have a great number of crafters and different combat orientated players in our city is the ability to place as many trainers as possible.
As the city/players pay for them anyhow i cant see the logic in having a maximum of 15 for a metropolis.
It is like a merry go round for me trying to keep everyone happy and rotating the trainers but please let us have a trainer of every type of profession.
Ziso
Daeyron
Sun Oct 30, 2005 4:54 pm
#106
Khristen wrote:
# Politicians would like to have a city terrain feature to make their cities look more like cities.
* Mayors would like some way to differentiate Player Cities from random collection of houses. While we recognize that terraforming is a difficult technical challenge, perhaps something could be added to structure footprints to give the appearance of pavement or trimmed yards. Another suggestion was segments of pavement skin that could be laid down (without interfering with structure placement) by the Mayor over the existing terrain.
might it also be possible for politicians (mayors) to "smooth" terrain within the city limits? on some planets, small pockets of uneven terrain (small dips, gulleys, puddles, mounds, and the like) can greatly interfere with city layout by limiting the placement of player stuctures. this can be terribly frustrating.
why should this be possible? well, to some extent, terrain in SWG is dynamic. as most players have noticed, terrain can shift when a lair or npc camp spawns, smoothing out a flat area where none existed before in order to allow for the appearance of said lair or npc camp. could not a similar "smoothing" ability be given to mayors? this would let them fix small terrain inconsistencies and thereby facilitate more organized city planning.
obviously, not far from this is the ability to lay down street "skin" over smooth terrain. we know that graphic material for streets is already in game; most notably, there is the road from theed to keren on naboo. even if such streets worked like a 1x1 garden, they would be a great boon to politicians and city residents. alternatively, the "paving" feature could be used to smooth terrain for subsequent house placement, but that's probably more complicated than it needs to be.
thanks for considering this and good luck with the devs, khristen.
-dc
gojimbogo
Tue Nov 01, 2005 3:55 pm
#107
I like the idea of player city starports, but i know that the devs wanted to cause people to congregate towards NPC cities and have to spend travel money as a sink. What I suggest is player city starports are ONLY accessible to citizens, that way you can park at your home or if you're traveling you have to park at a npc city. Also I would like to see a bay rental fee for this that would partially go to the city and partially as a sink.
Another option that could be looked at is to charge for parking at other player cities. Maybe have a non citizen parking fee? That is IF you enable parking at any player city other than just the one you are a citizen of.
Another thing that I would like to see is more specialized housing for crafting professions. Houses that are semi-predecorated for use by specific crafting professions. Like a hangar for SWs, or a droid shop for DE's that would have like an oil bath in it, ETC. It would just be a nice touch and I'm sure the crafters would like a nice bone like that thrown their way as well (although I'm sure they have other fixes and additions they'd like to see more but thats not the focus here.)
Another option that could be looked at is to charge for parking at other player cities. Maybe have a non citizen parking fee? That is IF you enable parking at any player city other than just the one you are a citizen of.
Another thing that I would like to see is more specialized housing for crafting professions. Houses that are semi-predecorated for use by specific crafting professions. Like a hangar for SWs, or a droid shop for DE's that would have like an oil bath in it, ETC. It would just be a nice touch and I'm sure the crafters would like a nice bone like that thrown their way as well (although I'm sure they have other fixes and additions they'd like to see more but thats not the focus here.)
malvae
Thu Nov 03, 2005 11:23 pm
#108
With the new changes to the game, and especially the attention being paid to social interaction (Social XP), I hope the time has come for some newcontent to promote player interactionwithin the city context.
Having played this game for about 10 months I have come to believe that most player interaction occurs in the form of one-on-one duels and group combat events (base busting, hunting and quests). This interaction by its very nature will mostly occur outside and even far away from player cities. There is actually no good reason for players to be in and around cities other than for a quick stop at a vendor or an entertainer/medic for a buff. Houses are mostly being used to store 'stuff'.
What I hope to see is the implementation of city quests and events that can be organized/activated by mayors.
Having played this game for about 10 months I have come to believe that most player interaction occurs in the form of one-on-one duels and group combat events (base busting, hunting and quests). This interaction by its very nature will mostly occur outside and even far away from player cities. There is actually no good reason for players to be in and around cities other than for a quick stop at a vendor or an entertainer/medic for a buff. Houses are mostly being used to store 'stuff'.
What I hope to see is the implementation of city quests and events that can be organized/activated by mayors.
Their theme, level of difficulty and reward level in accordance to city advancement level or specialization (if that will still exist after the changes).
City quests could even become part of or contribute tothe GCW, and could be set up similar to the base-busting model which requires all sorts of professions to take part in. Also,the number of factionalcity quests completedcould go towards that city's rank or standing with a particular GCW side.
I am thinking of political quests, military spy missions, underworld adventures, etc.
Another way for players to influence their city is by forming a guild of a particular type (military, craft, trader, underworld). The more city quests completed by the members of a particular guild, the higher theposition of that guild within their city. In a way guilds can compete to dominate a city, but not to the extend that a mayor would loose any of his/her abilities.
City quest rewards could also work as loot, with quite random drops and perhaps could be in the form of city enhancements, to be used to increase the specializtion level or stature of cities, which will increase compitition between cities.
I hope this sounds interesting to anybody but I am mainly hoping to open up a discussion about this fast spreading disease. Lets bring some players back to their cities!!
Be well.
Malvae Tun
Master Architect
Mayor of Edessa on Talus
I hope this sounds interesting to anybody but I am mainly hoping to open up a discussion about this fast spreading disease. Lets bring some players back to their cities!!
Be well.
Malvae Tun
Master Architect
Mayor of Edessa on Talus
AzareeNoise
Wed Nov 09, 2005 1:57 am
#109
People would be less likely to abuse nameing their houses and abusing citizens if being in a player city was more of a privlage. If it were people would abide by the rules set by each city.
Give the mayors the power to remove homes. Yes it is something that could be abused. But I would not want to live in a city with a mayor I did not know. If you are going to give the mayor that amount of power cities must have bonuses that will help more then just a few citizens.
Fo example:
enhance impoved job market: All missions taken by citizens with mission terminals inside city limits get greater bonuses 10-20% xp/fp per lair.
enhance research: all crafted items made within city limits have increased max stats and durability
enhanced entertainment district: all buffs done by ent's will have longer and stronger buffs povided both the ent and the person recieving the buff are citizens. Goes for jedi also mindforce increase
enhanced slices: slice effectiveness increase. povided slice is done within limits and the item sliced is owned by a citizen
Basicly cover all proffesions with highest lvl cities being able to cover all proffesions by providing some kind of bonus.
NPC cities would need some benifits also so that the population dose not stay in player cities. But if more quests were based in NPC cities they would always be populated.
I know I am dreaming but if somehow a sysytem could be set where it is more of a privlage to live in a player city then just to live near a shuttle people would not abuse them.
Message Edited by AzareeNoise on 11-08-2005 01:58 PM
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