Politician Archive

Thread: On meeting requirements to grow...

Tiaga
Mon Nov 03, 2003 6:55 pm
#1

This is sort of a question for the devs, so if you could pass it onPlinkait would be appreciated...


Is there a reason that cities check their current citizenship instead of potential citizenship before growing? It seems like it forces people to squish into a small space toget the city to grow, instead of spreading out into the fronteirs of the city and letting it expand out to the people.


Now, I can see the simple technical answer that it's easier just to check the current citizenship rate. Is there any other reason why a city can't check if it's new size would have enough citizens and grow if it would? I would love to see this, and I know it would make many established cities a little easier to deal with.




Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
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Tiaga
Tue Nov 04, 2003 10:21 pm
#2

Nobody else has any thoughts on this?



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

asdflkjh
Wed Nov 05, 2003 2:19 am
#3

although i'd love for it to check it's potential residency, you can actually fit quite a bit in 150m radius if you make a good citylayout... I'd welcome it if it happened but am not counting on it when i create my layout...



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Tiaga
Wed Nov 05, 2003 2:44 am
#4

Well the issue here is we already have a city. We have had one for months. We have people who have had houses there for as long. It's quite a spread out city though, and we barely almost meet the requirements if it checks potential residency. If it checks current that means we have to have people shove their houses all together to get it to grow, then move them once it does. Quite a messy solution.



Inside my heart is breaking, my make-up may be flaking
But my smile still stays on
My soul is painted like the wings of butterflies
Fairytales of yesterday will grow but never die
I can fly - my friends
SWG Entertainer.com Fashions by TK

-Jebu-
Wed Nov 05, 2003 3:09 am
#5

Similar sort of problem here but I think we are fine. Forward planning left a big gap behind the PA Hall in centre of the city to place the city hall way back in July when the design was first concepted. We do however have a nice big courtyard in front of the PA Hall and a bit of gap to either side to emphasise the central locality of the guild PA Hall. However, I believe we have about 16 medium houses, 1 PA Hall and 2 large house that just about squeeze into the initial phase. Although that depends on whether the entire house needs to be in the radius or just a little part of it. If we are in trouble it will be a matter of placing a few smalls in the court yard for a week and thenwhen we get thefirst growth in radius we instantly hit enough residents to take us to level 4 I believe and from then on in its plain sailing.




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CaptainCloak
Wed Nov 05, 2003 8:08 am
#6

I also agree this system is kind of backwards.


Let's look at a simple facts:


- CITY HALLS CAN BE NO CLOSER THAN 1KM APART
- CITY BOUNDARIES CAN BE NO GREATER THAN 450M RADIUS AROUND CITY HALL


So... yeah, I agree - the current means in which a city "expands" is kind of silly - forcing you to cluster houses real tight to the City Hall first - and removing "creative placement" of your city until after you've reached the full radius of a Metropolis.


What I think they SHOULD do:


1) When you place the City Hall you are given your 1KM "Buffer" between other City Halls and your 450m "City Limits" is made visible to you and other players by walking through that 450m barrier you receive "You have entered the perimeter of <player city name>" .


2) Since the city limits are currently used to define "no spawn" zones and "areas of control" for cities as far as /ban and /warn take place, once you have crossed into the active realm of control of the city (the active perimeter) it should say "you have entered <player city name>" to define the separation.


3) For the purpose of defining city size, all structures placed in the "perimiter of <player city name>" that are declared residences should be counted. For the purpose of defining city enforcement and placement of municipal structures such as banks, cloning facilities, shuttleports, et al - they should use the actual city limits as determined by the size of the city.


This would allow a well-planned city to have residential areas removed from the City Hall / Cantina / Med Center / Shuttleport and all other City Structures as well as making it easier to "design" a city to make it more aesthetically pleasing.


... or even make it more "fun".


The dev's won't go for it.


--Mikka





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