Politician Archive

Thread: Factional Outposts Not allowed

Ragnoraq
Thu Oct 30, 2003 7:19 pm
#1

I know the devs were thinking about this, but as of now, this is the way it is.


As you may know, many of our communities are based around factional bases, since they serve many of the same function a city does (ie bank and mission terminal) Please, everyone beg on this thread to allow factional bases within city limits, well, i you want to anyway.


Or at least allow pre-existing ones, please


-Ragnoraq

Newton13
Thu Oct 30, 2003 8:31 pm
#2

At very worst, we should be allowed temporarilly to re-deed our HQs so we can arrainge our cities with them outside the borders.. some of us live on terrain cul-de-sacs , and just picking up the houses, PA Halls, factories, etc would be difficult if they're already "set" in conjuntion to the current HQ arraingement.



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Twi'leks have more fun.
Kalandra
Thu Oct 30, 2003 8:40 pm
#3

Something I read in the TC board about this, from our Illustrious Plinka:




In today's "Why aren't you sleeping?" update, I asked GreenMarine for an explanation as to the logic behind disallowing Faction Bases within cities. Here's what he had to say:

"Originally this was due to the fact that a citywarned player can't fight back. You could have unfactioned unkillable city militia defending the faction base. We are probably going to make it so that you can fight back against militia...meaning its less of an issue and so we might allow faction bases near cities.

If so, you just have to expect that some players may use their unfactioned militia to help defend the faction base. That means attacking a faction base in a city would be more dangerous."




Lets all /Bump this up, because this is exactly how it wants to work.


They're saying that the citywarn function is to be used only to expel someone from the city. However, what fun is there in attacking someone who can't attack back. It seems to me slightly anti-PvP. If they make it so that one can Fight back against the militia (maybe decreasing a faction standing type thing, and getting a TEF multiplier) Then, we can put our hard earned bases in our lusted after cities. Does this make sense to anyone else? Bump this right on up guys n gals.


Kalandra Tolit
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ThePhilosopher
Thu Oct 30, 2003 8:44 pm
#4

/agree


/bump





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Gojita
Thu Oct 30, 2003 8:45 pm
#5

/bump




Account is closed on August 7, 2005, untill then, TROLLING TIME!

ToranTT
Fri Oct 31, 2003 12:13 am
#6

Definately agree, having anything where someone can fight and someone can't fight back is bad mojo and will create lots of problems.


If this is adjusted, and it just so happens to allow bases back into cities, all the better.






Aeroun Sunflier
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Lires
Fri Oct 31, 2003 12:19 am
#7

Although I do love the fact that factional bases should be allowed in the player cities I believe that the Devs are trying to move battles AWAY from the cities. Only the time and power of the people playing this game will convince them to leave them in.



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tiberian_death
Fri Oct 31, 2003 3:14 am
#8

See the problem is that currently any milita can /warn people and then attack them without any worries of a counter attack, in other words is a milita members starts attacking you in a city you can't attack back no matter what. So if fraction bases were allowed in city limits then the milita could protect the base without any worries of being attacked back making the base almost invincible. Now greenmarine is looking into this and if they decide to allow fraction bases in cities then that means that milita could be attacked back and making the milita a little less effective.


Maller Malice




Maller Malice
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Newton13
Fri Oct 31, 2003 5:31 am
#9

The Millitia would be invinceable? That's unrealistic... I was under the impression that millitia members would have a bit of a boost to counter more powerful opponents, but I didn't see anything to the effect that Millitia would be Uber to the point of overpowering anything that crosses the line.


But the Faction Base "problem" needs to be addressed.. since previous to Player Cities, groups/guilds were encouraged to center their operations on a Faction Base for the needed facilities.




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Twi'leks have more fun.
Ragnoraq
Fri Oct 31, 2003 4:16 pm
#10

some planets are littered with bases, at least in Eclipse.


I tried finding another location today, talked about 52k, all the spots were either taken, and the large spots already had bases, so ...


/bump


-Ragnoraq

DarkJediCorran
Fri Oct 31, 2003 4:34 pm
#11

Im not sure where everyone gets the idea that faction bases will not be allowed in player cities. To qoute GreenMarine (the dev for player cities):


You can also read about this in our correspondants post "The Answers"



Here's what GreenMarine has to say on the subject: "We are probably going to make it so that you can fight back against militia...meaning its less of an issue and so we might allow faction bases near cities.

If so, you just have to expect that some players may use their unfactioned militia to help defend the faction base. That means attacking a faction base in a city would be more dangerous".





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arbee10
Fri Oct 31, 2003 7:07 pm
#12

I agree if they wont be let in, they need to AT LEAST let us redeed them, as many cities are built around faction bases
Ragnoraq
Fri Oct 31, 2003 8:36 pm
#13

they are prohibited as of now, and as I origionally said, they're rethinking, as you quoted, but as of now, they are prohibited, or at least that's the quote i read.


-Ragnoraq

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