Politician Archive
Thread: Polotician Improvments and Ideas for Giving Them More Power
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bountyhuntersyne
Thu Apr 29, 2004 9:29 pm
#1
There have most likely been many threads about ideas that could help poloticians, this is one more. Feel free to add on. Keep in mind the following ideas ALL would have to be implanted to work.
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PROBLEM: The first issue I'd like to bring up is the power poloticians currently have. Currently, poloticians can place civic buildings terminals houses ect. around the city. However they have very VERY little power over who lives in the city. After the zoning rights are given, there's no way to kick a person from a
ANSWER: Give poloticians the ability to kick a person from the city. This would basicly take away all their harvesters, houses, and any other structure they own in the city. Vendors and items within other structures will still remain.
TO PREVENT GRIEFING: This ability could give a power crazy polotician too much power. It could allow them to actually destroy cities. To prevent this, there's a one week time period before a building is destroyed, along with all items inside. In this 1 week time period, a player has time to retrieve their items from the house, and redeed the house if they want so it doesn't get destroyed. If a new mayor is elected after that week however, the building is no longer on a countdown to be destroyed. This prevents a corrupted mayor from being able to do something horrible to the city.
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PROBLEM: The next issue ties right to the first one. It's that poloticians are rare and if one isn't wanted anymore, there might not be one to fill in.
ANSWER: To prevent making a mayor forced to stay, there should be a 2 week time period after a mayor is unelected for a new mayor to be found.
TO PREVENT GRIEFING: A possible grief that could occur with this is that 1 person gets in to the city who isn't suppose to be there (oppisite faction, player against the city ect.) and they vote for the mayor to get kicked but no one else is voting, the mayor would get voted out but they aren't suppose to. To fix this, 50% (for a level 1 or 2 city) of the citizens would have to vote against the mayor. If 50% voted, the mayor would get kicked right then and there. No waiting for the end of the week for it. The same would be true with a level 3, 4 or 5 city however only 25% of the citezens would have to vote against the mayor then.
A POSSIBLE PROBLEM AND FIX TO THE PREVIOUS: You may be asking yourself "if a mayor is corrupted, they could give zoning rights to their friends who would then make a majority of the city population so the mayor couldn't be voted out", right? So how bout you have to have been a citizen for 2 weeks to vote for or against the mayor UNLESS the city has just been created.
Another problemt that could occur is what if a lot of members of the city are inactive or are only living in the city so it can level up. Well, to fix this problem, any members of the city who haven't visited the city for over a week don't get counted towards the final percent of people against the mayor.
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PROBLEM: There are buildings in the city that aren't wanted such as mine fields... mainly mine fields... in fact mine fields are the biggest problem. You (the mayor of the city) want these mines OUT! They take away from the appeal of the city.
ANSWER: Any faction buildings, such as mine fields, can be traded in by the owner or the mayor for 1/2 the faction points they costed. A recruiter is NOT needed to do this. They just have to select a "sell mine field" option.
TO PREVENT GRIEFING: What if an evil mayor feels like destroying all the mine fields you worked hard to get? Well... there's really no way to prevent it. Well there is but it'd all be too complicated. Minefields are only 500fp per 1... not too much. However, you'd lose all the mines in them, right? Wrong. The mine fields MUST be empty to be destroyed. Only the owner or an enemy faction member can do this.
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PROBLEM: Cities that are factionaly aligned can't have recruiters without a base such as cities like Moenia and Anchorhead do.
ANSWER: Simple. Allow 1 faction recruiter, 2 for a level 5 city, to be placed INSIDE a city structure. This includes cantinas, hosbitals, city halls, PA halls, houses, anything. They can't be killed.
TO PREVENT GRIEFING: Doubt this'd have griefing problems.
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Thos are just a few of the problems with mayors, like I said, these were probably stated before. But the more posts the more likely it is to be read right? And this provides ways to stop griefing with it too. Feel free to add on.
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