Politician Archive
Thread: How To Fix Player City Cap Problem (and ither problems)
Instead of capping the city number, casuing a land rush, creating OOC contention between PAs, do this:
MakePlayer Cities require at least 2 PAs within the initial city area.
This makes cities the cooperative effort that the devs are looking for. It solves all the other problems, too. No fighting to be first.No vast advantage to powergamers, no punishment for the role-players and casual gamers.No griefing as PAs try hostile takeovers of existing cities. No 2-years worth of plans down the toilet for VR and Elysium. Even with the current 10-city-per-planet limit, we could wind up with most of the 10 cities being single-PA settlements that never cooperate beyond their own group.
You could even provide additional incentives for citys with multiple PAs. Maybe mainteneance costs are lessened with each additional PA. Maybe the advanced civic facilities require 3 or 4 PAs.
In that case, I can always plop a second PA Hall in the city, leave my Pa for a while, register mule accounts/alts to this second PA, without having to cooperate with anybody.
This feature would hurt the casual guys who are in a PA with only one account each. Big guilds with powergamers would be able to do it alone anyway. You must understand that ANY restricting feature favors the most those who can go around it.
I believe (and this is an opinion) that the 2 PA, six PA, ten PA option will not work.
We have enough materials to make approximately 10 PA Halls in my guild in preparation for Cities.
Therefore, we could break into up to 11 PAs to form a city, if need be. ![]()
RbT
Just make the silly things expensive, like the original plan.
Deal with the first few weeks of a boom and let the weak fall.
A hard cap, IMHO, ensures nothing more than the first lucky "winners" an entrenched Mayor for as long as they want.
If the cap MUST go in, than the ability for the Mayor to limit building really MUST come out.
slugeater wrote:
In that case, I can always plop a second PA Hall in the city, leave my Pa for a while, register mule accounts/alts to this second PA, without having to cooperate with anybody.
This feature would hurt the casual guys who are in a PA with only one account each. Big guilds with powergamers would be able to do it alone anyway. You must understand that ANY restricting feature favors the most those who can go around it.
Yes, but this is much more prohibitive to the not-really-city groups than other solutions that've been bandied about so far. Even exploiting the PA-requisitesystem requires more organization and coordination than the current system, which are traits we want to see in city leaders.
Right now, an 8 member guild can manage a city hall. They couldn't if multiple PA halls were necessary to form a city.