Politician Archive
Thread: GCW Revamp and how Player Cities and Mayors could be made influential
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Vampiric_Hoshi
Sun Jun 06, 2004 11:31 am
#1
This was also posted on the GCW forums, just thought you guys might like to see it here too:
Many of us have expressed our desire on wanting to get our player cities more involved with the GCW and here is a selection of changes accompanying the GCW revamp that could do just that.
Faction Civic Structures
Imperial Garrison
The Imperial Garrison would be a small structure roughly the size of a small or medium player house. It would house an Imperial recruiter, Imperial mission terminal and contain a couple of cells as well as several NPC stormtroopers and guards. The building would give any Imperial-alligned citizens extra combat defense and attack mods while inside the city. The structure would act as a civic structure and would be included in the city maintenance - Having a garrison in your town effectively would help citizens of an Imperial-controlled city defend it more effectively making it harder to raid towns with Garrisons. The Garrison building would be buildable from a lvl2 city onwards. The city level would determine the influence of the Garrison. I.E. a level 5 city with an Imperial Garrison would give players greater defense mods compared to a level 2 city. Each city level may also result in the garrison spawning NPC's outside to help aide in the defense of the city. For instance, level 2 cities would gain no NPC's. Level 3 would gain 3 officers, level 4 would gain 3 officers and 2 stormtroopers, level 5 would gain 3 officers and 5 stormtroopers and level 6 would gain 3 officers 5 stormtroopers and an AT-ST. A city could have multiple garrisons though the defense and attack mods are not stackable (i.e. 1 or 10 garrisons gives the same defense and attack bonuses).
The Imperial Garrison would be a small structure roughly the size of a small or medium player house. It would house an Imperial recruiter, Imperial mission terminal and contain a couple of cells as well as several NPC stormtroopers and guards. The building would give any Imperial-alligned citizens extra combat defense and attack mods while inside the city. The structure would act as a civic structure and would be included in the city maintenance - Having a garrison in your town effectively would help citizens of an Imperial-controlled city defend it more effectively making it harder to raid towns with Garrisons. The Garrison building would be buildable from a lvl2 city onwards. The city level would determine the influence of the Garrison. I.E. a level 5 city with an Imperial Garrison would give players greater defense mods compared to a level 2 city. Each city level may also result in the garrison spawning NPC's outside to help aide in the defense of the city. For instance, level 2 cities would gain no NPC's. Level 3 would gain 3 officers, level 4 would gain 3 officers and 2 stormtroopers, level 5 would gain 3 officers and 5 stormtroopers and level 6 would gain 3 officers 5 stormtroopers and an AT-ST. A city could have multiple garrisons though the defense and attack mods are not stackable (i.e. 1 or 10 garrisons gives the same defense and attack bonuses).
Rebel Garrison
The Rebel Garrison would resemble a small military camp and would be roughly the size of a small house (with no external Rebel markings). It would house a Rebel recruiter and a Rebel mission terminal (both inside a tent). Like the Imperial version, a Rebel Garrison would give Rebel citizen players defense and attack bonuses while inside the city limits and would come with NPC's depending on the city size.
The Rebel Garrison would resemble a small military camp and would be roughly the size of a small house (with no external Rebel markings). It would house a Rebel recruiter and a Rebel mission terminal (both inside a tent). Like the Imperial version, a Rebel Garrison would give Rebel citizen players defense and attack bonuses while inside the city limits and would come with NPC's depending on the city size.
Hutt Garrison
A Hutt Garrison would resemble some kind of "shady nightclub" and would be roughly the size of a small or medium player structure. It would house a bounty hunter mission terminal and several standard mission terminals. A Hutt Garrison would give citizen Bounty Hunters and Smugglers bonuses (uncertain of what kind) while in the city limits.
A Hutt Garrison would resemble some kind of "shady nightclub" and would be roughly the size of a small or medium player structure. It would house a bounty hunter mission terminal and several standard mission terminals. A Hutt Garrison would give citizen Bounty Hunters and Smugglers bonuses (uncertain of what kind) while in the city limits.
A city could only contain garrisons of one type. I.E. if you place an Imperial Garrison you couldn't place a Rebel or Hutt Garrison until the Imperial Garrison is removed.
Imperial Senate Outlet
The Imperial Senate Outlet structure can only be placed in a city that already contains an Imperial Garrison. This structure allows the current mayor of the city to gain a seat on the Imperial Senate (explained further on). A city with an Imperial Senate is officialy classified as Imperial. No players of the aposing faction would be able to use any cloning facilities within the city. The structure would come with Imperial mission terminals, city defense terminal and an Imperial Senate terminal. The building would be a tall circular structure no larger than a small player house. The inside would be elaborate with columns and expensive decor to indicate its importance. If all Imperial Garrisons are removed from the city, this structure would be destroyed and all Imperial Senate abilities would be removed from the current mayor.
The Imperial Senate Outlet structure can only be placed in a city that already contains an Imperial Garrison. This structure allows the current mayor of the city to gain a seat on the Imperial Senate (explained further on). A city with an Imperial Senate is officialy classified as Imperial. No players of the aposing faction would be able to use any cloning facilities within the city. The structure would come with Imperial mission terminals, city defense terminal and an Imperial Senate terminal. The building would be a tall circular structure no larger than a small player house. The inside would be elaborate with columns and expensive decor to indicate its importance. If all Imperial Garrisons are removed from the city, this structure would be destroyed and all Imperial Senate abilities would be removed from the current mayor.
Rebel Alliance Hideout
The Rebel Alliance Hideout structure can only be placed in a city that already contains a Rebel Garrison. This structure allows the current mayor of the city to gain a seat on the Rebel Alliance War Council. A city with a Rebel Hdeout is officialy classified as Rebel. No players of the aposing faction would be able to use any cloning facilities within the city. As like the Imperial Senate building, removal of all Rebel Garrisons from the city would result in the destruction of this building. The structure would contain a Rebel Alliance War Council terminal and city defense termina.
The Rebel Alliance Hideout structure can only be placed in a city that already contains a Rebel Garrison. This structure allows the current mayor of the city to gain a seat on the Rebel Alliance War Council. A city with a Rebel Hdeout is officialy classified as Rebel. No players of the aposing faction would be able to use any cloning facilities within the city. As like the Imperial Senate building, removal of all Rebel Garrisons from the city would result in the destruction of this building. The structure would contain a Rebel Alliance War Council terminal and city defense termina.
Hutt Crimelord Layor
The Hutt Crimelord Layor can only be placed within a city that already contains a Hutt Garrison. This structure allows the current mayor of the city to gain a seat on the underworld syndicate. Unlike the its faction counterparts, neutral Imperial and Rebel players would still be able to use cloning facilities in a city with this structure though it would still be offiicialy labelled as a Hutt-controled city. This structure would give citizen Bounty Hunters and Smugglers extra bonuses while inside the city and would contain an underworld syndicate terminal and city defense terminal.
The Hutt Crimelord Layor can only be placed within a city that already contains a Hutt Garrison. This structure allows the current mayor of the city to gain a seat on the underworld syndicate. Unlike the its faction counterparts, neutral Imperial and Rebel players would still be able to use cloning facilities in a city with this structure though it would still be offiicialy labelled as a Hutt-controled city. This structure would give citizen Bounty Hunters and Smugglers extra bonuses while inside the city and would contain an underworld syndicate terminal and city defense terminal.
City Defense Turret
A City Defense Turret would resemble a medium block turrent. Its maintenance is included in the city maintenance and can not be totaly destroyed. Any damage it receives will get repaired during each city cycle as long as there is enough money in the city treasury to complete the repairs. A turret at 0 condition would not fire. City Turrets would act as an extra tool for city malitia and will fire on anyone currently attacking a listed citizen militia member. A player can only attack a turret if they have previously gained a city TEF. Anyone that attackings a city malitia, gets attacked by a city malitia or attacked by a city turret will gain a city TEF which would last for the standard 5 minutes. A City Turret would be no bigger than a city bank. If a city contains an Imperial Senate or Rebel Hideout any city turrets can become alligned to the corresponding faction via the city defense terminal inside the senate/hideout building and will auto-fire on any overt memver of the oposing faction, giving that person a city TEF. A city with a Hutt Crimelord structure can set its City Turrets to fire on overt members of BOTH factions via the same terminal (found in all 3 structures).
A City Defense Turret would resemble a medium block turrent. Its maintenance is included in the city maintenance and can not be totaly destroyed. Any damage it receives will get repaired during each city cycle as long as there is enough money in the city treasury to complete the repairs. A turret at 0 condition would not fire. City Turrets would act as an extra tool for city malitia and will fire on anyone currently attacking a listed citizen militia member. A player can only attack a turret if they have previously gained a city TEF. Anyone that attackings a city malitia, gets attacked by a city malitia or attacked by a city turret will gain a city TEF which would last for the standard 5 minutes. A City Turret would be no bigger than a city bank. If a city contains an Imperial Senate or Rebel Hideout any city turrets can become alligned to the corresponding faction via the city defense terminal inside the senate/hideout building and will auto-fire on any overt memver of the oposing faction, giving that person a city TEF. A city with a Hutt Crimelord structure can set its City Turrets to fire on overt members of BOTH factions via the same terminal (found in all 3 structures).
Imperial Senate
The Imperial Senate is made up of all current mayors of cities that contain an Imperial Senate structure. The Imperial Senate would be able to control certain Imperial-related bonuses for that Galaxy via a typical senate voting system. There would be a list of bonuses all Imperial players could gain but only one bonus could be active at any given time. A mayor with senate abilties would be able to vote for which bonus s/he wishes to be active via the Imperial Senate Terminal. Each month the votes are collected and the bonus with the most votes gets activated. The bonuses would include:
¬ Combat attack/defense bonuses for all overt Imperial players
¬ Crafting bonuses for all overt Imperial players
¬ Terrain Navigation bonuses for all overt Imperial players
¬ Faction Point bonuses for all Imperial players
The Imperial Senate is made up of all current mayors of cities that contain an Imperial Senate structure. The Imperial Senate would be able to control certain Imperial-related bonuses for that Galaxy via a typical senate voting system. There would be a list of bonuses all Imperial players could gain but only one bonus could be active at any given time. A mayor with senate abilties would be able to vote for which bonus s/he wishes to be active via the Imperial Senate Terminal. Each month the votes are collected and the bonus with the most votes gets activated. The bonuses would include:
¬ Combat attack/defense bonuses for all overt Imperial players
¬ Crafting bonuses for all overt Imperial players
¬ Terrain Navigation bonuses for all overt Imperial players
¬ Faction Point bonuses for all Imperial players
An option to call for assistance would also be available via the Imperial Senate Terminal. Activating this option would result in Imperial reinforcements getting sent to the city. A shuttle(s) would land and deposit troops outside the Senate building. The level of the city could determine the size of the reinforcements sent. Reinforcements can only be requested every 24 hours. Once all reinforcements are dead they will not respawn.
Rebel Alliance War Council
The Rebel Alliance War Council is made up of all current mayors of cities that contain an Rebel Alliance Hideout. The War Council would be able to control certain Rebel-related bonuses for that Galaxy via a typical senate voting system. There would be a list of bonuses all Rebel players could gain but only one bonus could be active at any given time. A mayor with senate abilties would be able to vote for which bonus s/he wishes to be active via the War Council Terminal. Each month the votes are collected and the bonus with the most votes gets activated. The bonuses would include:
The Rebel Alliance War Council is made up of all current mayors of cities that contain an Rebel Alliance Hideout. The War Council would be able to control certain Rebel-related bonuses for that Galaxy via a typical senate voting system. There would be a list of bonuses all Rebel players could gain but only one bonus could be active at any given time. A mayor with senate abilties would be able to vote for which bonus s/he wishes to be active via the War Council Terminal. Each month the votes are collected and the bonus with the most votes gets activated. The bonuses would include:
¬ Combat attack/defense bonuses for all overt Rebel players
¬ Crafting bonuses for all overt Rebel players
¬ Terrain Navigation bonuses for all overt Rebel players
¬ Faction Point bonuses for all Rebel players
¬ Crafting bonuses for all overt Rebel players
¬ Terrain Navigation bonuses for all overt Rebel players
¬ Faction Point bonuses for all Rebel players
An option to call for assistance would also be available via the War Council Terminal. Activating this option would result in Rebel reinforcements getting sent to the city. A shuttle(s) would land and deposit troops outside the Hideout building. The level of the city could determine the size of the reinforcements sent. Reinforcements can only be requested every 24 hours. Once all reinforcements are dead they will not respawn.
Underground Syndicate
The Underground Syndicate is made up of all current mayors of cities that contain an Hutt Crimelord structure. The Syndicate would be able to control certain non-faction-alligned bonuses for that Galaxy via a typical senate voting system. There would be a list of bonuses all non-faction-alligned players could gain but only one bonus could be active at any given time. A mayor with senate abilties would be able to vote for which bonus s/he wishes to be active via the Syndicate Terminal. Each month the votes are collected and the bonus with the most votes gets activated. The bonuses would include:
The Underground Syndicate is made up of all current mayors of cities that contain an Hutt Crimelord structure. The Syndicate would be able to control certain non-faction-alligned bonuses for that Galaxy via a typical senate voting system. There would be a list of bonuses all non-faction-alligned players could gain but only one bonus could be active at any given time. A mayor with senate abilties would be able to vote for which bonus s/he wishes to be active via the Syndicate Terminal. Each month the votes are collected and the bonus with the most votes gets activated. The bonuses would include:
¬ Crafting bonuses for all non-faction-alligned players
¬ Terrain Navigation bonuses for all non-faction-alligned players
¬ Faction Point bonuses for all non-faction-alligned players
¬ Terrain Navigation bonuses for all non-faction-alligned players
¬ Faction Point bonuses for all non-faction-alligned players
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Clearly none of these are "small" or "simple" changes, but they effectively turn the mayor profession and player cities in something they have been lacking. They make them more defendable and more important to the overal outcome of the GCW which I think is a necessity in this game. It also allows a city to completly break away from either faction and become oriantated more towards people not interested in the GCW.
DaQuilla
Sun Jun 06, 2004 1:53 pm
#2
I especially like the Senate ideas - though I'd spice it up a bit - giving the faction who has more senators some bonus to FP or XP gains (kind of like the "which side is winning" thing should already grant).
I think Hutts or criminals will not have anything to do with the galactic revamp - and I don't think there will be much time for new building arts (such as garrison and hideouts) - in our discussion about the GCW and Player Cities in it we alredy had simular ideas to "declare a city" with a base in it (whatever would bring you a bonus in the GCW would need to be attackable).
Vampiric_Hoshi
Mon Jun 07, 2004 5:58 am
#3
I agree that there isn't time for new art, but in most cases there isn't need for new art.
Every NPC city has a ton of building types that re-used in every other NPC city of that type. The buildings have gone wasted ... there is never anything in them save a couple of NPC's on the top floor.
An example is the building type used for the Anchor Head cantina. The same building is re-used in every Tatooine NPC city. There is no reason why this, or similar buildings already in-game but no available to players, could be turned into any of the above buildings I mentioned.
Really its only coding that would need to be added to get these features in-game.
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