Politician Archive

Thread: Politician and the GCW: a focus thread. Urgent!

Kerico
Sat May 22, 2004 3:41 pm
#1

Do not re-instate /citywarn.The players of this game repeatedly demonstrated that they're not mature enough to have it.


Maybe something to make coverts of opposite faction (but I'm even worried about possible griefing with that).


Wastoid
Sun May 23, 2004 12:47 am
#2

1) Return /cityban and make the time to leave between 1 and 2 minutes. If someone is city banned 5 times, they should get a TEF. (This would prevent people from running in and out)


2) Allow a mayor to declare his city's faction affiliation. Doing so should create a recruiter and random factional NPC spawns.


3) Allow a mayor in a factional declared city to "Call for Reinforcements". If under attack, a ship should come down and drop a group of factional NPCs (similar to the ship that drops the Crack Down troops). These NPCs should be fairly tough, and there should be a 1hr timer between calling for reinforcements.





-Wastoid-

Not buying JTL. Its just more of the same bugged game.
Hvzeda
Mon May 24, 2004 9:07 am
#3


I will give it a shot:



  1. Have factional structures cost be paid by the city treasury. Do not reduce the footprint or eliminate the lot cost to place.

  2. Recruiters placed at master politician level by ANY city. This will allow neutral cities to support one side or the other in the GCW. Have the recruiter count as a city structure with a weekly cost.

  3. Factional checkpoints. Again, a city structure with a weekly cost. These checkpoints will act as a factional detector. Having people enter a player city radius and immediately get TEF'd or become overt is just a bad idea. If we wanted then all rebels should get TEF'd or made overt when entering certain npc cities.

  4. Factional banners. Again, decoration, weekly cost.

  5. Ability for factions to prevent the opposing faction from using your cloningfacility (only when they suffer an overt death) or use your shuttleport to leave (again, must be overt). Overts can arrive at your shuttleport (you don't control the departing shuttleport, only the arrival point).

  6. Overt citizens get the stronghold bonus when defending their city.

These seem to be reasonable requests for player cities to heat up the GCW. What are the benefits for neutral city. Plenty. They appear not to benefit from any of the GCW (with the exception of #2 idea) but they will benefit in an indirect way. There are plenty of neutral artisans in factional cities right now that cater to both sides of the GCW. If the city they reside in decides to go full-throttle in the GCW, their business will suffer and may consider relocating to a neutral city. Thus neutral cities may then serve as a haven for those individuals wishing to avoid the GCW.





Kyrie
I came into the SWG universe as an entertainer
and performed to a crowded cantina in Mos Espa.
I will use a respec and become an entertainer again,
pull out my last pet from my creature handler days
and dance in an empty cantina in Mos Espa and disconnect from the game forever.
Stoogith
Mon May 24, 2004 4:13 pm
#4

Use our Master Skill box to do SOMETHING!

Like maybe we can have our own special politician/mayor chat bar that is already made once we reach that certain point so we can talk politics like we were made to.


Maybe have a counsel for each planet. A planetary commitee of Mayors! That can decide which faction they belong to. Once cities are factioned maybe a view on the planet map can be colour coded (lightly) to show the boundries of red green and White. Meaning Enemy, Friendly and Neutral territory.


Or are we saving that Master Skill box for the Jump to Lightspeed?



Stoogith Ma'win: Mayor of Galaxy City, Dantooine
"The greatest trick Senator Palpatine ever pulled, was making the galaxy believe he wasn't the Dark Lord of the Sith."
Pappi
Mon May 24, 2004 4:21 pm
#5

let me gather up the ideas and start a new thread on the voting and refining

note: non-GCW ideas will not make it to the voting thread, and please gimme some time O.o




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
Kevie
Mon May 24, 2004 4:21 pm
#6






DaQuilla wrote:





sweatyclimber wrote:


I like these ideas for neutral citys except citywarn should be about 3 minute... thats plenty of time to leave a city.







Remember, that the devs clearly said, /citywarn will not return the way it was once implemented - simply raising the timer (up to a levell where /citywarn doesn't even serve a purpose anymore) won't change the fact, that neutrals by design shouldn't be forced to PvP if they don't want to and can't be kept from ingame content (like POIs). So /citywarn would have to be totaly revamped, before devs think about reimplementing it.








i like the idea of militia members being able to "scan" faction status and give covert members a tef
perhaps this could be a replacement for citywarn....... they could get a minute or so to leave or receive a TEF
of course to prevent griefing there needs to be the implimentation of system messages to let players know if they just entered an imperial/rebel/nuetral/not declared city

Message Edited by Kevie on 05-24-2004 07:22 PM




Oaceen Tunaisea (Ow-seen Two-nay-see), Kettemoor
There is no command, mood, chat type: smuggle
"#*% damnit, no. Caboose; I'm not cold, I don't want a hotdog, and if you
put mustard in my #&$^ing sheets again I'm gonna kill you." - Tucker
-

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