Politician Archive

Thread: Suggestions for politician and player cities...

Keth-Rian
Sun Mar 14, 2004 7:27 pm
#1

Just a few thoughts on some things i feel the current system is lacking, many of which address some issues ive had as mayor, others are just for roleplay and game immersion reasons.


1) Player Cities and Land scape:


*Make a
Keth-Rian
Sun Mar 14, 2004 8:00 pm
#2


Just a few thoughts on some things i feel the current system is lacking, many of which address some issues ive had as mayor, others are just for roleplay and game immersion reasons. I may add more later as i remember them.


1)TownPlanningand Land scape:


*Make the floor tiles around citizen owned buildings/decorations in a player city area of influece change from grass/desert to paved. This will give more of a civilised feel to a city and move away from the wild wests feel they have now. Even a size 5 city looks like an old set fromThe good the bad and the ugly, and naboo cities are just houses in fields. In areas where houses are close together (about a house width) extend the effect so that it meets. This will also help define a cities boundaries.


*Some Landscape types seem to prevent building... many of the greatest town planners have been thwarted by a small rock or tree, a 2 foot incline, or a patch of dirt thats a different colour. These minor blemishes on the landscape should not prevent buildings being placed.


2) Town inhabitants and militia.


*Player cities should spawn a few random NPC citizens at lvl 2 and above to add atmosphere. If the coding is available attach small missions or directions to POI on the same planet to them.


*Player cities should spawn security guards that randomly patrol the city limits. The number and type of guards should depend onthe city size and the amount of martial policy the mayor has. It could also require a new Militia building to be placed. Militia will attack any hostile NPCs or /citybanned playersthat they encounter on their patrol routes, and if the city is faction affiliated they will attack any opposing overt faction members and assist any garrisoned faction troops. The mayor should be able to choose the uniform of the town security from a small list of already in game outfits, based on the planet the city is built on.


3) Mayor skills and commands.


* /condemnstructure: This command is used for getting rid of disused buildings owned by inactive or banned players. A message is sent to the structure owner, informing them that their building will be destroyed in 4 weeks if they fail to move it. After 4 weeks, if the structure is still there it is destroyed and all items within it. This cannot be abused as mayors do not want to lose citizens so will not over use it unless theyre idiots, in which case theyve prolly got a really small city with no residents.

This will solve the problem of abandoned and disused structures eating up city space. Currently these structures can stay for YEARS as im finding out with 2 buildings owned by players who exploited some kind of credit hack. Though their accounts are banned, they have over 60 million credits maintainance before they disapear and CSRs refuse to delete them.


*/cityban: this should work at any range and even if the offending player is offline.



*/landsurvey: Novice politicians should be able to access a large version of the building placement overhead view, or alternatively a colour coded ground overlay in first person mode, that shows them the lay of the land. It should pinpoint areas that cannot be built on and give them a rough idea of what theyre getting themselves into before they drop the town hall. The coding already exists in the game for house placement... it just needs adapting.


*/structureowner: Allows amayor to target a building on city land and identify who owns it. Useful for new mayors inheriting a city when everyone house is called "The sperm bank" or equally intelligent and non descript names.


*Uncitizened tax rate: Buildings placed on a player cities land that are not owned by a current citizen should incur and increased property tax rate as decided by the mayor, upto 3 times the current city property tax. This mainly applies to annoying factories and harvesters that are placed on the edge of your city when youre size 1 and are still there when your size 5 sitting in the middle of your town square. When city limits extend to encompass non citizen buildings, the player would receive a mail informing them that increased maintainance charges will be enforced as from the following week.



THATS ALL FOLKS!


Mayor Keth'rian:

Midian

Naboo

Farstar
Neekocha
Mon Mar 15, 2004 5:44 am
#3

100% agreed with all these suggestions.

May the devs read you.

BlasterDisaster
Mon Mar 15, 2004 6:11 am
#4

Good suggestions, we have a little forrest near our city, expanding will get that in our range but there is no chance to build structures there now like factorys etc so houses will not fit also, and those holes in ground also suck a bit. Gimme a shovel and a axe andI clear that problem.
What concerns the ground thing there should really be a chance to chose stone ground or such optional,I would even pay more credits if needed so the logic of street care is also involved.





Tiziana
Highcouncil OA
Ex-Mayor of Silverplains
Master Doctor/Pikeman
Infinity
Moahdib
Mon Mar 15, 2004 7:07 am
#5

I agree with all the above and add my following suggestions


Mayor's should have the ability to ban Unwanted or troublesome residents although few and far in between they exist.


I think we need the /citywarning command back with non residents coming in on the rouse of raids to nearby bases and I have seen many verbally abusive /reported for this activity a mayor should have the power not only to ban them but to citywarn them with enough time to get themselves out of dodge


I concur with the /condemn structure to many inactive players leave undersirable buidlings taking up space that can be used by new residents.


Thank you.
Keth-Rian
Wed Mar 17, 2004 10:10 am
#6

Im not familiar with the warning command... im guessing its something like ban but toned down a little?
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