Politician Archive
Thread: Politician and the GCW: a focus thread. Urgent!
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).
I will give it a shot:
- Have factional structures cost be paid by the city treasury. Do not reduce the footprint or eliminate the lot cost to place.
- 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.
- 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.
- Factional banners. Again, decoration, weekly cost.
- 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).
- 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.
note: non-GCW ideas will not make it to the voting thread, and please gimme some time O.o
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