Politician Archive
Thread: Proposal to the devs for city involvement in the GCW
Agreed
Agreed to patrol city limits, as long as they are "hired" and upkeep is paid, more upkeep more troops
Disagree, Faction recruiters are all that is left that make Faction bases unique, getting recruiters into town and people have zero reason to place bases.
Agreed
Interesting....
A Must Have!
Agreed, though I would prefer if a City is "Liberated" it would merely be reset to Neutral factional alignment, and that it could not go back to factionally aligned until the next voting cyce. This provides a minor system of zones of control. We try to keep our city Rebel each week, the Imperials try to shut us down. FUrthermore If larger planet wide zones of control get added in at a later date it would be necessary to be able to "liberate" a player city back to neutral standing if the surrounding land has also been liberated.
People are tired of flying into a City walls of turrets and mines unprepared when say they are simply trying to Do a BH mission. Factionally declared cities should be clearly labeled on the map.
Player gets informed that a 'background check' is being run on them and their faction will be exposed in 2-3 minutes unless they leave town.
Smugglers get avoidance check?
Not necessarily turned overt but maybe TEF'd?
2) Faction Recruiter? Place an Imperial Draft Office or Rebel Informant in the back of the Cantina?
Disagree. See reasoning above concerning faction bases
Agree, also granting Zoning rights and city militia need to be separated, My city wants many militia however we have absolutely strict zoning rules and would prefer tighter control.
- What about decreasing chances of a crackdown? Imp cities would be able to convince their superiors that their citizens are law abiding whereas the Rebs I guess were able to bribe or fast-talk an officer.
- Of course, of it works one way, why not another? Increase the chances of a crackdown in a neighboring declared player city.
- Missions from faction terminals located in a city could give player cities as potential targets assuming of course there is a large group. In the target city a temporary structure would appear that would be the target of the attacking force, if they are able to defend it for x hours then the defenders get fps. More or less capture the flag.
Have the crest appear next to a cities name on the map if it is declared (maybe even the gardens )
Allow for reduced maintenance costs for faction items within a city radius sort of like a reverse property tax. Either have cityhall pay x% to the bases and turrets and such per week (noted as factional cost in the terminal) or just lowering the maintenance rates
If possible decrease the footprints of some factional items in a city to promote minefields, scanners, and bases there.
also, I haven't heard of a documented case of a crackdown ship going into a player city but then I haven't seen a probe droid at all yet. However if the city is a declared imperial one make it immune to crackdown-esque things and if it is a rebel declared city have it attract the ships and such a bit more frequently.
Allow for higher level missions coming off of the faction mission terminal then if it was a neutral town. After all an imperial outpost will attract larger rebel hit teams and vice versa in comparison to a neutral.
And last but not least by any length...banners. Have banners appear at the 2 spire things by the city hall, hanging off the city hall, in the cloner, and by the shuttleport.
-I would like to see Overt Faction Politicians able to accept donations of faction points as reduced rates as their "Martial Policy" skill advances. At Master Politician, perhaps donations could be accepted at 100% value so that the citizens of a city could really band together to build faction facilities rather than having to rely on enormous contributions of the most hardcore players.
This will perhaps sound a bit masocistic, but how about something to encourge mayors to be a bit more "martial?" If it is the intent of a town to be militaristic, then the mayor should be required (I'm groping for words here) to have a bit of faction himself. I, for example, have attained the maximum faction rank, AND am a Master Politician. What kind of cross-over benefit could I realize from this?
Iunderstand that this is all rather difficult to picture, given the significant SP hit politicians take. My hidden agenda here is to give a little more functionality to (and reason for) Master Politicians.
My thoughts keep coming back to some sort of faction recruiter-ish function. This makes sense to me, give that a Mayor is pretty much a recruiter for his city. It is not too much of a "continuity" stretch to give him a little bit of pull in terms of faction activiites. I know, I know. Jester pretty much beat down every hint at city based recruiters, and I have to agree with his assesment of the usefullness of bases. Based on what he said, though. Why not do away with bases all together? Since they are pretty much pointess, and 90% of the interaction between bases and players is destroyer-target based. It seems the only reason bases exist is to provide targets for the opposing faction, and to provide a recruiter for its owner.
One point I would like to post about the CGW and city's is simply this.
Some people MINE the fronts of Shops and what not, I want to be rebel, (or imp if I was so inclined) and I like to shop,
I need to be able to know if the vendor is in a IMP / REB town.
Maybe color code the Starport Reb or imp, and flag the vendor as Reb or IMB.
I rather give the money to Reb's
ThorsAnvil wrote:
One point I would like to post about the CGW and city's is simply this.
Some people MINE the fronts of Shops and what not, I want to be rebel, (or imp if I was so inclined) and I like to shop,
I need to be able to know if the vendor is in a IMP / REB town.
Maybe color code the Starport Reb or imp, and flag the vendor as Reb or IMB.
I rather give the money to Reb's
I was just thinking the same thing while reading Sergia's plea to change mines and minefields...
Yes we need to be able to make tunnells underground, frankly I am a rebel and would love to be able to build a base underground with nothing more then an opening up top. I would like to be able to design the tunnell and all. I even think it should cost money but hey. digging cost money.
Maybe being able to declare cities isnt a bad idea either.
Maybe making it so the npcs at a base once knocked down get up again.
Also i would like to see a 1 minute time from going overt again once ive died and come from the cloner.
I would like to see more integration in to the town, such as factional alligned installations that are part of the city, such as turrets, troop patrols (all at a cost to the city etc).
In addition, PvP on many servers is being ruined by bases going down too fast, I propose that instead of being destructable, a base in a City becomes captureable.
If the enemy capture the base in your city, it gives your residents some goal, to retake the base, and the enemy can make life hell for the residents, such as extra rebel troops spawning.
Cities should be able to align themselves factionally, and defend the city as a whole, not just the bases.
When we get attacked, we find half the attacking forces camp outside our cloning center. Placing minefields and turrets around the city uses up a lot of space and lots.
I would like to see factional cities allotted a number of defence lots.
There could be factional schematics that can only be crafted in a factionally aligned town aswell.
Not a great list, but Im trying to post something while my connection is stable for a few mins :/
On the chance this is read.
A player put down a mine in the middle of combat one time when things were screwey and they just never got sorted out again. The Mayor at the time (Viktor - SiN CiTY Dantooine Tempest) never worried about it as it kept rebels at bay from that area.
Well times change, Viktor went off to the middle east in RL and his game wife Pammiesue took the role of mayor (very well I might add). In the meantime we are pretty sure that the person that planted the mine deleted that character and rerolled --- or --- another character planted it that is not playing any more and the darn mine is perpetual forever, in a player city where we wanted to put a decoration.
CSRs told the mayor that they will not move player placed items. If the item in question NEVER has to pay maintenance again, such as in the case of a mine, this policy makes no logical sense.
TH, is there a way someone could contact our mayor, Pammiesue, and remove this mine? Obviously, mines are not simply "placed" player structures as they never require maintenance again and cannot be destroyed (tried many many rebels playing "blow up the rebel" game on it and it's just not going away.
Your, or the appropriate attention, is appreciated.