Politician Archive
Thread: BT's Top Five for Player Cities that Add Content.
(Reported from another thread, but hey, it sounded good.
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The game mechanics, and the changes coming, do not allow us to create the communities and content that this game sorely needs. These are some of the changes that we need in order to do this:
1.) The OPTION of completely zoning the full radius of a city for housing and permanent structures. This would NOT include harvestors ourside of the immediately controlled radius (so for example, an Outpost would be able to prevent new houses from it's full 900m, but prevent harvestors only in 150m). This would allow cities to grow with the type of citizenship that would benefit the community they are trying to create, while not depriving anyone of the resourcesany more thanthey would be losing currently. Note also, I say OPTION. A great deal of cities would purely choose to grow, and therefore not use it, so not everyone would be "deprived" of a city by any means.
2.) Grandfathering of structures there before the city hall was placed. If your house was in an area before the city hall was, you would be given an option to join the city. If you opt out, you cannot vote, nor do you have to pay taxes. You cannot use the cloning facility or shuttleport, because after all, you don't pay for them. You also cannot be warned. Or you can opt to join the city as normal.
3.) An effective and fair /cityban command. City ban cannot be revoked by absorption of a house as the citizenry had already determined they did not want that individual as a citizen (see also point 1, why this should not be an issue). Cityban, when used, would refund all city service fees paid within the past 24 hours (cloning services, shuttle tickets), and instantly lock down these services to the banned person.
4.) An active /citywarn command. With a correctly working ban command that refunded fees, warn would not be the griefing tool that it currently can be used for. Increase the timer to ten minutes so that parlay has a chance to take place, or alternatively, use it to log griefing for /report to a CSR if you choose. It would also allow someone plenty of time to leave town. At the end of ten minutes, a warned and banned person could then be attacked and killed, but would clone at the nearest friendly cloning facility. They would have to travel back on foot/mount/vehicle, which would get tiresome rather quickly.
5.) Flagged city types. Allowing cities to flag themselves as specific play areas with an icon, both on the world map and next to the city namewhen entering their radius,would give people fair warning what they are walking into. My suggestion for flags would be Rebel, Imperial, Criminal (use the Hutt symbol and we'll play the faction ourselves!), Trade Center, and Roleplayer. Make these flags part of Fiscal I and no additional cost to use.
These are just my suggestions, and feel free to rip them apart, but I think it would make for some very dynamic cities in the galaxies.
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"The FS system only rewards the Veruca Salt's of the MMO world . . . not the Charlie's"
I'd prefer to see it shorter myself, but I'd take it as a necessary evil if we could make our city difficult to use and keep them from moving in permanently.
~~Shabhaii, Mayor of Tombra, Naboo
www.cityoftombra.com
The REAL BT
"The FS system only rewards the Veruca Salt's of the MMO world . . . not the Charlie's"