Politician Archive

Thread: Ideas for encouraging City Residency

drachenfire
Tue May 24, 2005 6:22 am
#1




My fustration remains: Player cities should encourage players to reside in them in preference to outside of them. All the extra cost associated with maintaining cities in this "new economy", and with the expenses of specializations and decorations (not to mention the obscenly limited number allowed and varity available) make maintaining a player community a most challenging detail indeed.


I have mentioned this in the cities and housing thread... but cities should draw people to them. As a player community, we should have the abilty to make our player communites as visually attractive and economically viable to attrack people to them, rather then against the. I am not a pessimest, but I feel... horribly fustrated that cities are handicaped in almost every way. It seems a small thing to implement minor corrections, and to encourage a more positive player city environment.


suggestions to make a player city more attactive (no particular order.. I want them all equally :


1) allow buildings placed in a city to have porch lights. The light style is determined by the mayor from the city hall terminal. Illuminating a city is simply the simpelist way to enhance the building architecture.


2)Lots: all lot requirementsof a building reduced... so that a guild hall is reduced from the standard 5 to 4, a large from 4 to 3, a medium from 3 to1, and a small to one.


3)increasethe maintience for buildings outside a city to encourage city placement.


4)Allow for porch style items to be placed on porches, roofs, and balconies. I know there is supposed to be some kind of technical reason why we can not decorate a roof top.. but... we can currently alter our exteriors IF we have a merchant toggle between different styles of signs to use.. why not use this same principle to choose from four or so different styles of porch decorations (which range from deck furnature and lights on a balcony, to a large park like environment on top of a city hall)


5) roads: the foot print of a building already alters the vegitation in front of evey building.. why not simply "code" this to be a street? cobblestone in Naboo, Tile on Tatooine, pavement on Corellia? Of corse.. the street would only extend as far as the "foot print" already in game.. this would mean we would have to build closer together, eliminating the sprawl feel.


6)different styles of buildings... a simple way is to allow already designed buildings to be player crafted. Like the small one story guild halls.


7) eliminate the notion of generic structure in favor of having the exterior of every building default to the style of the planet. Thus.. a Tatooine Guild Hall and Medium House could be placed on Naboo.. but the exterior default to the elegant Neo-Classical Italiante of Naboo. This would mean allowing the interiors to be simularly altered, so why not impliment a interior customizable kit to alter the interior of ALL buildings, crafted and sold by artisans. It could be a house improvement.


8) Event planners: good idea.. love em.. and should expand on this to allow a mayor to place them in a city...


9) allow the landscape to be more craftable. No excuse why a city would not be able to fill in and even out the landscape around it. Is this not sci fi or what? all gullys should be immediatly filled in.. lol.. nothing more disgusting then a good city design to be plagued by pot holes and the odd ditch running through a through fare.


10) EXPAND EXPAND EXPAND the decorating limit of a city... static cities are so beautiful because they use so many different decorations. In my city on Naboo we have a river walk, how GRAND would it be to create a kind of river walk bridge and railings simular in the Lake Retreat?


11) Shuttles should be available to all above outpost, reguardless.How manygreat citysites are not used because of this: "do you have a shuttle or not? No!.. well.. it sounds nice but let me know when you have one because the Ring Sprawl around Coronet is far more convient for me to speed to. And anyway city X already has a shuttle port". The really should have allowed speeders before cities rather then visa versa because it encourages newly founded cities to close to the static ones.


12) Taxes, everyone hates em but the princaple of joint responsibility for a community should be encouraged. Make those that live outside cities pay more.. not my residents!


13) Star Ports SHOULD be available in metropolises and cities... we should be able to place a terminal on top of a guild hall... and use the guild hall as out star port. Why else is there a roof top that we can not see over?


14) OH... and change the title of Milita to Administrator, as thats is all the power they have anyway.


anything else? Yes.. my focus is on style more then anything. I feel strongly that if we make our cities visually pleasing and exciting that people will natually flock to them. I love th epotential for player cities so much.. but the limitations are... exhausting indeed.


drachenfire

Message Edited by drachenfire on 05-24-2005 09:22 AM

Message Edited by drachenfire on 05-24-2005 09:28 AM



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Surch22
Tue May 24, 2005 7:31 am
#2

Good ideas. I've had most of them myself as passing thoughts I knew weren't going to be implimented, but are most deffinitely needed.


The only thing I don't quite agree with here is the more expensive maintenance for out of town houses. It just doesn't make sense to me, when it's the same building you have to keep running in or out of town. If you don't wantyour citizensto pay too much in taxes...don'tset high taxes.


I'd rather see some sort of xp or credit bonuses to missions taken from player city terminals, and maybe their could be an income tax option to place a small tax on the missions so that the player taking the mission still gets a few extra credits and helps the city out as well.





-Furby-
Pappi
Wed May 25, 2005 12:07 am
#3

we've asked for some of these before, and they've been turned down.

as I've answered many times, the devs have stated that terriforming is near-impossible. map information is stored client side, and it would cost a severe performance issue if the server needs to update that information from the database whereever you go. this is the same reason why we can't have roads, as ground texture is also stored client side.

we've also mentioned the possibility of having a starship terminal in cities, and the answer was no.




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
raistline
Thu May 26, 2005 11:13 pm
#4

i agree citys should be allowed starports and whole heartedly agree with shuttleports for anything over outpost. im fine with the land as my city sits on the flat top of a huge mountian with a vally at the base that gives plenty of growing room in fact if they mess up my city landscape ill be overly p*ssed however they could fix the taxes and or lower the cost of citys i mean as the mayor of a city of 11 people all of whome are guildmates i dont wanna grow too fast becuz doing so means takeing on alot of noobs and or people i just dont know, made that mistake once with my old city and it ran to the ground becuz of it but i dont see how haveing a city lvl of 1 should keep me from useing taxes and easeing my burden of paying for the city. nor do i see why i shouldnt be abile to provide travle for my residences, though i will admit i can live with the fact that the next city over's shuttleport is only 2.5k away however their of opposeing faction and have most my guildies city baned no problem for me since my politician is currently non factional and has not been baned but it doesnt exactly help everyone else.
raistline
Thu May 26, 2005 11:14 pm
#5

in addition i do agree that maintinace should be cheaper within citys than without make people actualy WANT to be part of a player city again.... i still say we need an active role in the GCW... but ill leave it at that
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