Politician Archive
Thread: now that naboo mediums don't work can we get REAL city walls placeable by mayors?
RichieDaley-Ahazi wrote:
i could spend the rest of my life clickying things thunderheart posted that would never happen that did or even more things he said were going to happen soon that we still wait for years later.
Well considering that they adjusted the footprint for medium Naboo houses so that you couldn't use them as walls, somehow I doubt the devs are going to go institute something that will do the same function as those pre-change medium Naboo houses.
It would be nice to have wallsat least for asthetic value on some towns - perhaps an automatic perimeter wall that could be turned on or off by the mayor that would place a wall similar to the village's wall around the town at the current boundaries of the city. The logic needed to ensure openings in the walls would be tricky and would probably result in the walls being non-collideable to ensure that previously placed or strategically placed houses wouldn't filter the city down to one entry.
The other route would be to have a new city drop item of a wall piece to permit custom walls. Each section could be 3 to 5 meters long and would count as an city object. Enough of those and your city cost will sky rocket. Of course, they would have to be non-collision objects as well or someone would surround a faction base with them.
Either option would be nice, so would upping the city object limits on cities and decreasing the weekly cost for placed items.
Tanda
Mayor Imperia Vall Tiberius, Lok
Exactly. No walls!
Kinshi wrote:
The toughtes part is trying to keep players from walling off POIs, especially factional players..think of it this way...
The Krayt graveyard enterance get blocked off by a wall on one end of a city nearby and capped with Factional Field HQs and turrets making it so the only avenue into the Krayt killing field is covered by factional big guns. A faction or even just a PA could control the flow of pearls.
Imagine trying to complete the FS quests and you find Ben kenobis house surrounded by walls with the gaps covered by Imperial faction bases, NPCs, turrets, and minefields. A faction could feasibly control the rate that Rebel Jedi enter the game or keep them from entering at all.
On a small scale you come back and find your house walled in by a Mayor who decides he doesnt like you, or walls used to obstuct line of sight (people are already using city decorations to obscure the LOS to a turret)
Solution is simple... make POI's and other "Places of content" no build zones for 1k meters. Then you won't have this problem. It's not hard, every NPC has this.
This would allow player cities to have walls. But then you fall into the argument of people walling off their entire city. Well first off I don't see a problem to this. Player cities are not the "social gathering places" the Dev's wanted them to be. They are a collection of houses used to centralize a guild. In some cases it's to promote an econimic environment where vendors have a safe place to put up shop w/o concern of wild spawns.
Others make cities for the purposes of setting up a stronghold. I doubt very much any mayor in his/her right mind would wall off an econimical city. However you have a situation where stronholds wuld be placed and colidable walls will eventually prevent all opposing players from comming in.
So hears some solutions
* Gate -- Make it a requirement that in order to place a wall piece it needs to be strung to a gate either directly or indirectly. Make the gates footprint about the size of a large house and the gate is big enough to allow a small house to be theoriticly placed within. This prevents any other structure from directly blocking the gate and allows plenty of access into the gate area. Prevent the placement of ANY city object within this footprint. Also extend wall footprints out 5-10 meters in front and behind the wall.
* Faction Walls -- These walls are tied to a faction base, when the base is vuln, so are the walls. In order to place these walls you have to have a PvP base within city limits
Simply put, walls make sence in alot of ways, small towns on tatooine need them for protection against tuskens. Naboo, It's an architectural style there. Walls would be one of a dozen things needed to be added to this game to give player cities a more realistic feel. As it is, player cities are at best "neatly placed individual houses. Nothing in them has the feel of a real city. no real feel of "wow this really is a Metropolis that I just entered".
Referring again to the post by Thunderheart that Mira posted earlier:
"No-Build zones can't be added to all the places that already had player structures built and asking thousands and thousands of players to move their fairly placed, quiet little homesteads is a bit of a nightmare."
It is not necessary for Tatooine cities, using your example, to have a wall to protect from Tuskens. The AI is designed not to spawn inside of a Player City's limits. While things sometimes wander in on the edges, a wall would not prevent that (since AI can walk through walls). Architecturally speaking they may look cool, but they cause way too many problems in other areas.
Making Player City items attackable is not something that is going to happen. Player Cities are meant to be permanent structures, not bases to be blown up. There's a whole GCW system out there for that kind of thing.
Message Edited by Khristen on 07-31-2005 07:36 PM
Attackable walls would have to be GCW content, not city content. Those ideas would be more relevant in the GCW forum than here.
New no-build zones are not going to happen for the reasons Thunderheart stated. It isn't fair to tell a city that may have been built around a POI that they will be unable to add any new citizens or structures, and there is no way to code exceptions. It's either buildable or not. Add onto that the fact that walls in general create more problems than they're worth, and you've got yourself a loosing battle.
Sorry if that sounds harsh, but that's just the way it is. We've been down this road many times before with the same results.