Politician Archive
Thread: Faction Problems in Cities?
The guild that I belong to is a multi-faction PA. There are neutral, Imperial, and Rebel members, though in most cases someone belongs to one faction or the other, only a few are neutral.
What has really caused us issues though is how the city structures handle faction. The best example is a hospital... our city hospital once we achieved level 3 was put down by an Imperial master doctor. However, as it turns out, any rebel doctors that attempt to go in there and set themselves "on duty" are denied access to the console due to the faction difference.
I understand that the GCW is very important to the overall scheme of things, and even to cities to an extent, but don't the devs think that maybe it would be better and more fair to be able to set users up with access to a given structure's admin abilities (kind of like a harvester or house), rather than letting it automatically decline due to faction?
BigGuy_WAN wrote:
um... why are you mulit-factional????
Not to answer for the original poster, but there are many non-aligned cities out there that Rebel, neutral and Imperial players live in. Off the top of my head, Nabubu and Consortia on Wanderhome are two examples. Not everyone plays this game 100% based on faction alone. I'm lucky enough to have a city that is neutral/Imperial. We have not had any need or desire to allow Rebels to live in our city.
I can understand Corsortia being multi-factional as it is a guild based city comprised of a guild with both factions as well as neutral players. Their guild has played games for years where Star Wars Faction was not an issue. People made friends and want to hang out with them and be a community. They just have the town a no PvP area. It works for them, and their guild members get to play the faction they desire.
Then get 2 hospitals one rebel and one imp
We are at war...................
Amola