Politician Archive
Thread: Politician Round Table Discussion, Week of 9.2.2005 Quest Ideas
- Hurricane Relief -- Tiggs posted a list of organizations that have been confirmed to be legitimate relief efforts.
- Friday Feature: Quest Highlights -- This week's Friday Feature spotlights some of the newer quests that have been added to SWG.
- Grant McDaniel Letter to the Community Part I and Part II -- The Producer for SWG answers questions about the newly announced expansion.
- In-Testing Forum -- Keep up to date on the latest for Publish 24.
- Quests and Missions Forum -- A great place to find information on quests from other players and to see player ideas.
First!
Heh! I posted something like this a couple days ago - So I'm just copying that to here...
But first, I'll put down my idea for a Political Mission. What would 'trigger' some of these missions could easily be the city changing Up in size...
First off, it would begin similarly to most, talk to person X. However, kinda-like that librarian in Theed... what you say to him/her will have different results. For example, lets say for a quest that it begins by saying the garbage/sewage has started to become a problem (after the city has become greater than a Village?). Well, when speaking to the person you'll be presented with X many options (for example: a) pay this guy to haul the stuff off, for a (weekly/monthly?) fee. (this would be added to city maintainance)
b) pay this guy to build a sewage treatment building (which doesn't pay him monthy, but is still a civic building.)
c) do nothing and hope for the best (this would result in ... something bad?)
d) insult the man (and assure bad things happen).
This would entice people to be diplomatic and the like. Another good politiical mission would be something like land desputes or things of that nature. Each planet clearly has its own set of protaganists and antaganists (on Rori, it would be something like the Kobral thugs and the Narmle Millitia). Well, a political mission would be to run between them to set up peace treaties and the like- the mayor would have to choose one side or another. When its all over, the side the mayor has chosen will either give the city a gift or... citizens will see them as white dots (while the loosing side is now Red..?)
Anyway - my previous posting (from the wishlist):
I've been tossing this idea around in my head the last couple days...
Its a way for people to gain more politician XP, along with adding in a few new city structures and the like....
Well, the idea of NPC militia has come up before. My suggestion for their function would be to patrol around the town, and shoot any hostile NPC creatures (and their lairs.) This allows my crafter folks to be able to run to a safe city. This would not be the old removed command that we shall not repeat... just for hostile attacking MOB's (not PC's).
To get an NPC militia force (which would grow with the size of the city) you'd need to get a Militia HQ Building. This building is awarded as a schematic, after performing a quest. This quest would also award the player with some political XP. I imagine the quest should involve heading to the capital of your planets city, speaking to a good many NPC's (Ah, yes...Bureaucracy, and red tape - I'd suggest talking to a couple local 'skill trainers'- brawler, marksman, etc). Maybe add in an element of delivery missions...(take these papers to the Marksman trainer - than take these to the mayor - than take this last bit to the brawler trainer?)
Make it so its locked and blocked to all non-militia members. There could be a terminal there that displays some data- city size/population, those who are banned from the city and the like. These could also have a small place to repair weapons/armor, and have storage lockers for uniforms (see below). If I had to choose a building model, I'd use the 'tower' that is seen on many smaller outposts (like the Rebel Outpost on Rori, or on Kashyyyk/Kochiro). I can imagine every one of these militia towers (for Imp cities) having a set of wanted posters in them.
- On a semi-related note, I'd also like to suggest something like a Militia Uniform. These could be special limited use item made by the Mayor of the city (liked looted schematics). Its handed over to a tailor, and assembled like any other item, except it cannot be made into anything but the factory schematic. It's put through its run, and the militia members have special uniforms. They could be something simple like 'one size fits all species' cover-alls (kind of like those Ithorian Technical suits, one piece costumes - but made for all species). This lets those who are dedicated to being in the militia strut their stuff, so to speak.
We could do this kind of questing for a city to get its SpyNet guy(s)... speak to 5 different SpyNet operatives on 4 different planets. This could also make an instance-based "SpyNet local HQ" Spot, that has many shifty eyes. This could also have some sway as to your factions (not Emp/Reb but other lesser ones) - maybe you (as mayor) cannot place SpyNet NPC's unless your SpyNet faction is like, 1000+?
We could do this small missions for all sorts of fun things. Like, a cute little Mayors Sash and/or Top hat and the coveted "Mayor" Title? - this quest would also give you some more politician XP than the others.
We could have an NPC in the city that walks around - a structural engineer. He is cool, because he reduces the maintenance cost on civic buildings (of course, he'd need to be paid a regular salary - so he'd be best used in larger cities) It doesn't have to be a large reduction...10%? Still, takes the edge off and its more life and movement in your sprawling city.
The proposed idea of Rabenschwinge's i liked, but to change it to fit with my idea it would go like this: A poltician can quest for a droid, it is called "Trade Agent Droid Deed", if a terminal "Trade Agent Terminal Deed" and otherwise simply "Trade Agent Deed". It cannot be converted back. It can be placed just as any other terminal or NPC (trainer) by a politician. The agent work exactly like a bazaar, except in the auction tab is no "local" region (it was greyed out), there is no "available items" tab and there is no "my sales tab". The default view is "vendor search" -> "local", which enables to browse all vendors in buildings within the city. There would also be a keyword is search, you can only get a waypoint to the various shops you'd like to buy things at. This could be quested for similarly to that proposed earler for the militia tower - but instead you talk to an artisan trainer, a weaponsmith trainer, an armorsmith trainer and the like.
A companion to this would be a Public Information Terminal. Messages from the mayor could be posted there "Remember everyone, city-wide snipe hunt tueday the 12th" I often find myself wanting a way to tell all my citizens something of minor importance. Nothing I'd feel the need to mail them about (friendly reminders and such) - so I feel this would be awesome. Plus, for each different citizen who reads it, the politician could get some XP (something small but useful...25XP?)
Another decoration I’d like to see is Arches. It doesn't need to be those fat ones near the edges of NPC Cities, it could be those slender ones that can be found out in the wilderness in some places. They can make for decorative entrances and exits to cities, and cannot be made into walls.
The next thing I'd love to see is a Starship Garage. A place in the city were you can access your ships parts, swap them around (For a nominal fee of course - since they do have to 'remotely access' your ship, since it's not docked at the city). Even possibly use repair-kits and the like on it? Of course, I am a little Bias... I'm a Shipwright by trade, so a terminal like this would be wonderful. They can get their new parts, trick out their ship - come back and sell me the old ones - and last head back to where they parked it. Or, maybe instead of 'remote access' you pay a fee (which is, of course, taxed by the city) to have your ship 'towed' to the garage. Once you're done with it, its sent back to where they towed it from. One stipulation is that it must be at the same planet.
I am all in favor of having things like this be quests. But, what I would disapprove of is these quests being... easily unseen. Might I suggest a new piece of furniture, "Mayoral Desk". This desk is the mayors, it comes with a nice high back chair and a classy look (Mahogany? oooh, cherry...) This desk would be like a Political Mission Terminal. It can only be placed in City Hall... Cert's would, of course, be needed by the proper branches of the political character, but
Or, why not, a proper Political Mission Terminal - looks like a Ballot Box. It allows those who aren't the incumbent to earn some small extra XP here and there. The missions from this would all be similarly Bureaucracy/Red Tape/Delivery missions - nothing fantastic, but its better than the current nothing-but-running.
What do you think?
~Zamise
I would like to see cooperative quests that yield a benefit (even if a decoration) for the city. A good example of this was the scavenger hunt that we had a while back.
I really don't think we'll get individual quests for Politicians... there are too few of us. And there are too many professions that are borked that have a lot more players. But something that benefits and involves larger number of players and encourages cooperation might be worthwhile.
Khristen wrote:Would you like to see quests for Politicians? What kind of quests would be interesting and beneficial? What kind of quest rewards would you like to see from Politician quests?
Perhaps "community crafting projects" requiring multiple professions over weeks to improve the city, and directed by the polotician:
- A city hall upgrade, that increase the appearance of the city hall to skyscraper size and provides a better city management terminal (that breaks down all taxes, fees, etc
- A starport upgrade, that upgrades the shuttle to be inclosed and have a ship terminal
- Factional troops upgrade, that creates faction npc's to patrol the streets, but the upgrade can be dismantled by enemy players
- etc
- Functional NPC actors (to replace nerfed event perk npc's) and they should have conversation trees
- The ability to offer a reward to players on the quest only
- An ability to have citizens take a "role" in a story, including allowing them to be attacked if the story calls for i
- Run for office of Moff/Rebel Senator, and provide influence to the whole planet (+ or - to % for who is winning, capital building becomes house?)
- Run for office as Grand Moff, and make mods to the whole Galaxy (but all Rebels can attack you?)
- Perhaps create councils as well
- These positions require the player giving up the city, allowing others to become city mayors
- Should only be open to long term vets, of2 years or more perhaps
Message Edited by Kelkyen on 09-04-2005 07:13 PM
The point to set quests for politicians should indeed be something politic.
Like it allready has been said, diplomacy and or investigation could be nice in that case. The 'Hero of Tatooine' quests include some quests that are concepted around decisions ans could work as an orientationpoint on how to create political quests. Political figures of a planet could entrust a politician with missions in which the need to soothe citezens by solving a problem or finding something they have in comon... the possibilities there are broad.
Also as Politics go some may want to inspire peace and some want war - the quests could have a whole different build depending on which of the two goal the politician decides to follow. There could be whole quest series be created around the relations between people, regions, species al most like the adventure games we all konow and (probably)love.
Instead of every week, I think I'm going to start running these for two weeks. That way everyone will have a chance to give input before a new discussion is started. We'll see how it goes. ![]()