Politician Archive
Thread: Q: most effective way to get undesirable residents OUT
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GrooperNugent
Wed Nov 10, 2004 6:05 am
#1
Hope you guys can Help:
Our mayor left zoning rights off for a short time and we had a couple squatters drop houses in the Prime open area we had planned to drop city structuers in. No idea who they are, but they have been contacted and asked to move their houses to no avail. Worst of all they are Imp. ( we are a Reb/Neutral only city)!
My question is this: How can we get these people out? They seem to be rarely on at the same time most of the militia is playing, but they do return to their Houses occasionally (i can see changes inside the house).
Does /cityban prevent them from entering their house if it is declared a public building?
Aren't there scanners that can be placed that will TEF them every time they come within range? (though we don't want to limit Imp. travel in the area necessarily...we'll take the empires' money !)
Mines and Turrets? Walls around the house? lol we're ready to do about anything to get these people to move!
Any help would be greatly appreciated
SciFiDiva
Wed Nov 10, 2004 8:26 am
#2
Well i can say the last city i lived in had a similiar problem. some jerkoff put a 50k entrance fee on a tent and left it empty. well who really looks at those fees. noobs were losing the bank and customers complaining. cityban was useless and the mayorblocked the entrance to the tent with streetlamps and was promptly told by the theSWG that he had to keep the streetlamps moved orhe would be banned from the game and to work it out with the owners. basically the mayorwas given no options and the playerrarely logged in.so untilswg gives mayors the ability to truly control their own cities, it's usually just a matter of bribery or just dealing with an ugly city if you don't want to pick up and move.
EvilAlt
Drifter's Basin, Tatooine, Corbantis
Saabotage
Thu Nov 11, 2004 2:26 am
#4
How about raise taxes really really high till their maintaince runs out. and then refund all the money to the residents?
Saabotage
Thu Nov 11, 2004 2:28 am
#5
:-) i remember how you could get "under somebodies house and place 2 mine fields under it fill the mine fields up. and when they went into their house it would tef them and they would eject! :-p was loads of fun actually.......
snash0902
Thu Nov 11, 2004 6:18 am
#6
There is a TEF Scanner which you can place, I believe you get them by trading FP but you do need to be declared when placing one. Or you can buy them at some vendors, but quitea rare thing to buy but should be easy enuff to get yourself through FP trading.
I have a similar, but not such a major, problem in my City. But harvestors and wot not do eventually get moved and cannot be re-placed if you have zoning.
City Ban is totally rubbish, I thought before becoming a Polly that the banned player couldnt actually enter the city borders so they would look like they are running but not going anywhere and could not get past that border. That would be a cool thing to have, definately something I do so wish the Dev's would consider but highly doubt they ever will!
TsothaLanti
Thu Nov 11, 2004 7:36 am
#7
Saabotage wrote:How about raise taxes really really high till their maintaince runs out. and then refund all the money to the residents?
I am afraid that the maximum figure you can set on taxes will be not enough. As far as I remember, it was something like this:
- Main tax: 2000 credits maximum.
- Percentage upon sales: 20% aproximately.
- Percentage upon houses: 50% aproximately.
- Percentage upon tickets: 500 credits maximum.
- Percentage upon repairs: 30% aproximately.
I am quite sure this figures are not correct, but they are basically out of place. The main idea is there (I remember one, and only one, of the taxes could reach 50%, while two more only 20 or 30%). I am pretty sure 2000 credits is the maximum for the incoming tax (that's what the terminal says to you), but never tried to set a higher value (the game is so bugged that I don't want it to break anything in the city :-D)
Nevertheless, mayors do not have real control upon their cities. Devs should take care of this, as it's quite anoying to have a pain in the ass.
Espo99
Thu Nov 11, 2004 8:30 am
#8
snash0902 wrote:
There is a TEF Scanner which you can place, I believe you get them by trading FP but you do need to be declared when placing one. Or you can buy them at some vendors, but quitea rare thing to buy but should be easy enuff to get yourself through FP trading.
I have a similar, but not such a major, problem in my City. But harvestors and wot not do eventually get moved and cannot be re-placed if you have zoning.
City Ban is totally rubbish, I thought before becoming a Polly that the banned player couldnt actually enter the city borders so they would look like they are running but not going anywhere and could not get past that border. That would be a cool thing to have, definately something I do so wish the Dev's would consider but highly doubt they ever will!
the footprint of the scanner is huge...very hard to place inside city limits
I had this issue about a month ago, had to bribe the guy to move his house. I lost one million credits on the deal, but getting him banned for a few days was worth it after he called me a few names when I told him that he could not re-deed his house elsewhere in the city ![]()
~ Ching, Mayor of Emperium
bdwsrkob
Thu Nov 11, 2004 8:42 am
#9
I lost one million credits on the deal, but getting him banned for a few days was worth it after he called me a few names when I told him that he could not re-deed his house elsewhere in the city
~ Ching, Mayor of Emperium
lol, good one
i had a similar situation, but i didn't know who owned the house. hard to contact them about moving it if you don't know who it is. anyway the CSRs were rude, and actually told me to stop submitting tickets about the issue because my problem had been taken care of. they changed the name of the house because it had an innappropriate title. anyway i eventually found out who placed the house and got it removed. CSRs are mostly worthless when it comes to PCs
Mayor JoseCuervo - Kashyyykur, Rori - Corbantis
-AoWL - Army of Wookie Liberation
-AoWL - Army of Wookie Liberation
Khristen
Fri Nov 12, 2004 12:06 pm
#10
I don't know how much of it can be said that "CSRs are useless when it comes to Player Cities". I think it tends to be more "CSRs are helpless when it comes to Player Cities". Not that we haven't all seen some pretty useless CSRs, but keep in mind that they have to be a neutral party in disputes and look at both sides.
To answer the original question, there really isn't anything you can do at this point in time to get rid of "undesirable" citizens. Taxing is an option, but if they are there in order to grief you they'll just keep putting money in. Taxing is really only effective in the case of players who have left the game. /cityban will not prevent a player from entering their own house. And things like minefields and scanners and blocking entrances are griefing. You may feel justified by getting back at them, but it's no different than what they have done when you get right down to it.
CSRs do have the ability to destroy structures. They aren't going to do that in this kind of situation, though. You have to look at it from the other player's point of view. It's still their house and their belongings, and they have just as much right to it as you do to your own. They didn't place the houses outside the bounds of the rules and are not obligated to move if they don't want to.
You have a couple of options. You can rearrange your city plan around their housing. You can pick up and move elsewhere. You can continue to contact them (up to a point) and ask them if they would be willing to move and provide incentive for them to do so. That's honestly about it as things stand now.
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