Politician Archive

Thread: Devs should limit number of rebel cities allowed

Jii_Ne_Geuse
Fri Nov 14, 2003 4:22 pm
#1

As I read my galaxy's forums, it seems as though a majority of cities that are being built will be factioned with the rebellion. I find this NOT to be in line with the Star Wars story line at all.

Rebels should be in hiding. How can they possibly have, let alone be ALLOWED to have, more cities than imperial aligned one? Don't you think the empire would destroy these cities at first sight?

That is why I propose that there should be a limit on the number of overtly rebel cities. If the cap is reached and other cities want to be rebel, then too bad. they must stay neutral and have terminals/recruiters from both faction sides.

I may seem like i'm ranting to push down rebels... well you know what? I AM. That is the way it should be in the storyline! Cripes, it's bad enough that there are already many more rebels than imperials in game. Give the imperials something so they have a stronger presence in the galaxy (in all server galaxies).

Ji-Ne
Ahazi



Ji-Ne Takeda Galactic Gigolo
-Bill- Cosmic Casanova
SHDWS
Syd1
Fri Nov 14, 2003 4:32 pm
#2

I agree with your statements, but since cities can not "declare" one way or another, how could you code something like this?



Personally, I don't think cities should "belong" to one side or the other. There's no game mechanism to do this - and the devs tried originally to keep faction bases out, but after an uproar put them back in.



If you're looking for a truly neutral city, come to Mos Astravia on Tatooine/Naritus



Sydira Katheda


Founder & Mayor - Mos Astravia

Atropa
Fri Nov 14, 2003 4:59 pm
#3

We aqiured two cities during the land rush and made sure the second went to a fellow Imperial guild. If you don't think the 'story line' is being followed, go out and do something about it. Put up Imperial housing around those rebellion enclaves.


Death to the rebellion!


Mayor Atropa


Corbantis

Valkyrie36
Fri Nov 14, 2003 5:07 pm
#4

Naw..dont agree...an entire half of the United States turned into rebel cities overnight. Thats not the issue. The issue to me is, a town should be somewhat attackable if is alligned.


Lets say they make it cost 100k to change the allignment of a city. A city starts as nuetral. City A decides to rebel from the empire (Costing them 100k). A large group of imperials decide to attack this city and take it back, for the glory of the empire. They succeed in getting to the city management terminal and tag it, making this city an imperial city again. Now if the people of the city decide to rebel again, it will cost them 200k to go from imp-nuetral-rebs. Just an outline to a possible way to bring cities into the GCW, many details are missing, but this would eliminate the desire to put a cap on the rebs or imps. (I hate caps-see player cities).


SO if you as an imp see that 3/4 or the planets cities have rebelled, you and your buddies have alot of work to do to subjugate the planet for the emporer Now wouldnt that be more fun than putting an artifical cap in?

Jii_Ne_Geuse
Fri Nov 14, 2003 5:14 pm
#5

As nice as it would be for imperials to move into rebel cities, zoning permissions along with the shear overwhelming numbers of rebels to imperials (ie. number of votes)does allow this to happen on numerous servers, so i imagine.


I'm not looking for a neutral city, i'm just saying that there should be more imperial ones than rebel ones. the imperials that are in game are more worried about starting their own city let alone having the ability to focus on a hostile takeover.


And the faction of the city will pretty much be determined by the militia and which terminals are placed in the city.



Ji-Ne




Ji-Ne Takeda Galactic Gigolo
-Bill- Cosmic Casanova
SHDWS
Tranced
Fri Nov 14, 2003 11:57 pm
#6

you have to remember that the timeline is dynamic. we eventually win, so we're going to eventually get tools to kick your ass more effectively.



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