Politician Archive

Thread: Suggestions For Cities Make them more specialized.

Vomet
Wed Jun 22, 2005 8:14 pm
#1


I read the update from the fan fest, regarding the fact that the devs are looking for some unique benefits to player cities...so I thought I would throw out some of my ideas. I would love anyone's feedback, and please feel free to add your own suggestions to this thread as well. I will also preface this by saying that these ideas are way outside the nine dots. Please don't just flame...offer alternatives.


My suggestions:


  • Improved Job Market Cities


    • Increase mission payouts by 50% for people who live in the city, and 35% for people who don't live in the city compared to mission terminals in NPC cities. This will make players want to live in these cities, and create more of a sense of community since you now have to generally do missions in groups.

    • Limit NPC city mission difficulties to 40, while these cities have no limits.

    • Mission terminals can only be built in these player cities, and the pre-exhisting NPC cities.

  • NEW CITY CLASS - Shopping District


    • Only cities with this distinction can house player owned vendors. Right now vendors are found randomly throughout the galaxy (surrounding Coronet and Theed especially). Wouldn't it be great if you knew that 5 to 6 cities on each planet had all of the vendors in town?


      • I know, I know, I know....it would be a pain in the butt to have everyone move vendors, right? No...you treat it the same way the Fan Fest thread said you would treat theelimination of structures for cancelled accounts. Transfer the full vendors to players bank, and let the player drop the vendor in a new location without haveing to empty every item. It can't be that hard to program it.

    • Experimentation/Assemblybonuses only to players who are citizens of the city when crafting in town.

    • These cities make their money on sales tax.

    • Create a New city structures for these cities:


      • Mall - How about a massive structure designed to hold tons of vendors? Like a multi story building. One level for each type of crafter, and little booths/storefrontslining the inside walls.

      • Crafting Centers - I know I am going to be shot for this, but only allow experimentation to be performed in these crafting centers.

  • Faction Stronghold


    • Only allow New Faction Bases to be placed within 1000 meters of these cities. They would be PvP Meccas. It is so hard to find a good PvP battle. Now you will know where to go....no more running around not knowing where the other factions bases are.

    • If you really want to be creative with this one, Rebel Faction strongholds shouldn't show up to imperials on the planetary maps, but Rebels can see their own cities on the planetary maps (in the SW movies the rebels are always hiding right?) Imperial strongholds should be on display to everyone.

    • Planetary maps should show the Imperial and Rebel logos next to faction strongholds.

    • City halls, guild halls and houses should have flags identifying the faction for eye candy.

    • Only mission terminals able to be placed in these cities are faction terminals.

    • I know city walls were given a thumbs down, but how about faction bases that look like the IMP Outpost on Dant, with turrets that are actually manned and a series of defenses on the exterior of the base that have to be triggered before the opposng faction is allowed in rather than having to destroy turrets.

    • Or make these cities automatically scan covert members of the opposing faction and convert them to overt status. If you don't like PvP then don't go to those cities.

    • Right now doctors can only buff for about 10% since the CU. How about increasing that to 25% in a Faction Stronghold. It doesn't seem like much, but in PvP that is a HUGE difference. think of it as a home field advantage.

  • NEW CITY CLASS - UNDERGROUND


    • Have spynet operatives spawn here for BH's

    • Smugglers must be within city limits to slice weapons or repair weapons.

    • Allow smugglers to get one vendor with 500 items to sell spice in these cities.

    • Cantinas can only be placed in these cities. Chefs can only sell their goods from cantinas. Don't limit the number of cantinas in this city, and let them count as a residence for players who want to limit the number of lots.

    • To create a different look of these cities, figure out a way to give the cantina Neon signs and graphics...so at night it looks like Las Vegas.

    • Players who live in these cities know how to handle themselves, so they are immune tosearchesdoneby planetary security.

    • BH's who live here get a bonusesfor Probe Droids.

    • BH Terminals can only be placed in these cities.

  • Player Housing


    • Only allow houses to be placed within player cities.

    • Increase city radius size to accomodate the change.

    • Change population requirments for villages/cities/etc to accomodate the change.

  • City Decorations


    • Make them unique to the type of city that it is. Like faction flags for Faction Strongholds. Or permanent x-wings/tie fighters to make it look more like a staging area.

That's all got for now. In case you haven't noticed, the point is that you cannot get everything out of one city. In game, I could go weeks without ever setting foot inside a player owned city as it currently stands. This would make it unavoidable and more dynamic.




010010011001011011111001011011 Support the Rebel Alliance.
001011011010110001101101110010
111000001100001001100111010101 Cabrone
000011010101100011110000101000 SpecForce Urban Specialists
010001110010111000110000100000 Master Bounty Hunter / Master Rifleman / CM 4-0-0-0
100100001100101100011010100011
110101101110000101100010010110 Xenophobia
001011110100010111001001100111 SpecForce Technicians
011011010101010111100000101101 Master Weaponsmith / Master Armorsmith / Master Merchant
LuciousOtso
Wed Jun 22, 2005 9:17 pm
#2

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