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Thread: Player Cities Revamp - Part 1

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  1. #161 Re: Player Cities Revamp - Part 1 
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    Quote Originally Posted by Nubius View Post
    UPDATE:

    We will be proceeding with the citizenship requirements as planned for ranks 1-4 - I am crunching some numbers on the current server loadout of rank 5 cities to see the impact with rank 5 requirements being 60 as planned or potentially halved to 50, but either way rank 5 will still increase to one or the other.

    The city maintenance fees as originally announced will not be going ahead - the revised figures posted by me recently are being reviewed by Staff and Senate at the moment and will likely be what is implemented instead. The Senate is also being asked to look at the merits and impacts of changing the inactive citizenship timeout from 90 days to a lower figure for inclusion in the next part of the update in March 2019.

    So this should have been the base line from the start but we got here without damage.

    Pre CU and CU politician regarding cities. 10 citizens it took to build a city. Most of the cities were built at that time with 10 accounts it was not until either Jedi unlock or NGE before you could obtain a extra character slot. "Lets keep in mind here this is no longer live and there are not multiple servers just one this one!" You got 24 hours from the time you placed the City Hall down to obtain 10 citizens or City hall vanished.

    So lets now move ahead to now. 5 characters per account 10 citizens is still what is needed for a Level 1 city. Raising this up to 20 since its 5 per account would not be to far fetched and would still give a handicap on out compared to what it took for a City to start off Pre CU or CU. The issue though is this will still not solve much other then making it even harder for new players to the game to create there own cities due to everything being capped. So now how to solve this issue?

    At this point there is no reason to ignore the elephant in the room and what is being wanted to obtain. Yall kinda let it to be known from the first part of all of this. So leaving the new numbers on up to 60 and dropping things down for two weeks to log in 60 days from 90 will still be a shock but maybe a must do to get the results that are wanted. Players will still have that 1 month warning and back it up with in game mail as well.

    One of the reasons in the past the 90 day inactive has been placed on hold was due to natural things that took place "Hurricanes large outages and other things like the NGE and a tax write off for the NGE and loss of subscriptions lol." There might not be no other way to do this other then to give over a 1 month warning "That has been done.".

    Taking on the task to fix politician as well as how cities work is a huge task that part 1 and part 2 will never be able to cover unless there is a road map in place that is there and that has been discussed. I have barked a bunch on regional control in regards to cities. I hope to find the notes on this if there still around on what was suppose to be implemented in regards to politician and regional control and alignment with the GCW to share. Being able to place down single Turrets not attached to bases is another thing still broken. The static bases and terminals not being able to be hacked to flip bases Ideas might sound great on community boards as well but implementing them and the stress on the server is normally what scrapes ideas.
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  2. #162 Re: Player Cities Revamp - Part 1 
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    Creating the War and placing cities in line with the war if they choose!

    Lets begin but lets first go over what should all ready be here with the cities and what is in place. Ideas on how to go about fixing a few things as well as add content to player cities.

    http://swg.wikia.com/wiki/Factional_Presence Point BonusesEdit

    Additions to the (undisclosed) "base" point value can be achieved in a variety of ways. The points that a player earns are scaled according to their level, and an additional 10% bonus to their score is added for each Faction rank that the player has achieved.

    The factors which determine each players contribution to the Factional Presence are:
    ◾Being Present and actively playing the game on the ground (ie. not cloaked/incapped/dead/mounted)
    ◾The number of other factional presence eligble players in the vicinity
    ◾Character Level
    ◾GCW Rank (+10% per rank)
    ◾Player City Allignment overlap (+100%)
    ◾Player City Allignment rank (+10% per rank)
    ◾Player City Allignment age (+5% per year based on city founding date)
    ◾Opposing Faction Control Dominance
    ◾The less control a faction has in a region, the more it will gain when a faction member enters the region via Factional Presence.

    Player City Factional AlignmentEdit

    Mayors have the ability to set the Alignment of their city. Amongst other things, this Alignment grants further bonuses to Factional Presence. An additional 100% bonus is given to a players Factional Presence value if they are within the boundaries of the player city, with a further 10% given for each rank that the city has and 5% for each year that the city has stood for.

    Example FormulaEdit

    If, for the sake of argument, a level 90 player was given the equivalent of 10 GCW points per minute then a level 90 player with the rank of General would be given a 110% bonus (for being 11 ranks higher) and would earn 21 GCW points per minute.

    A level 90 player with the rank of Private in a new level 1 player city could earn 20 GCW points per minute (using only the 100% bonus).

    A level 90 player with the rank of Major in a two year old level 4 player city would earn 32 GCW points per minute (8 x 10% for rank, 100% for being in the city, 2 x 5% for the city's age and 3 x 10% for being 3 city ranks higher than the base city rank).

    The maximum rank that a player can have is 11 ranks higher than "Private", the maximum age of a city is currently 6 years, the maximum level of a city is 4 levels higher than "Level 1" so the maximum percentage bonus is 280% which would give a maximum Factional Presence score of 38 GCW points per minute.

    The Factional Presence scores are scaled according to player level. Even though level 1 players are putting themselves at considerable risk of death if they wander the wilderness when flagged for Special Forces, their scores will be considerably lower.

    Note: There has not yet been any confirmation as to how the scoring system is decided or even what the "base" value is. The examples of "Equivalent GCW points" and "per minute" are both speculation. The percentage bonuses are confirmed in Update Notes.

    Lets Tweak this a bit and add some more content.

    Added Feature: If a city chooses to be faction base and the mayor has declared the city to be Imperial or Rebel shuttle ports, Cloners, Garages as well as mission terminals unless faction will be affected and city specialization bonuses get hit. Example: City A the Mayor declared the city to be Imperial. The region were city A is located is leaning Rebel. Do to the region being Rebel Shuttle Port, Mission Terminals, Garages and cloners are now disabled and the specialization bonus is no more until flipped back to Imperial.

    Example B: Mayor of City B declares the City Rebel and the Region the city is located in is currently Rebel. This city will now get added bonuses either as the system is laid out currently or increased slightly more. City Specializations get a bonus now higher pay out for mission terminals and all working city facilities Cloner shuttle Port etc.

    Cities who do not declare faction will get just the base rate as specialized in the link provided. These cities will be basically known as crafter cities with not much added bonus but with no risk and not much reward to specilization.

    Static bases like the static base on Rori South West area. These bases are coded to flip. 5 terminals are there that can be flipped the code is in game for the NPC's to flip and every planet that you can place housing down has them. The terminals are currently disabled. The static bases when flipped to the same faction as a city that is aligned should give a Player City Allignment rank of 10%. Making it easier for the opposing faction to flip a region on a planet.



    GCW player bases in a region should give a 5% bonus to player city Alignment. Throw out the code for ◾Player City Allignment age (+5% per year based on city founding date). So example of this: City A that is aligned Imperial and in the region has 5 Imp Player bases in that region would get a additional +5% for those 5 player bases. Lets say that same region has 4 Rebel GCW player bases inside that Region then that will only give out 1 +5% to that aligned Imp player city.

    So lets keep in mind that there is a war going on in the galaxy. Player cities should play a role here and feel it. I know as well the coding on some of this might just be impossible to do. I do know the coding for a good bit and the system I laid out is all ready in game. What I am asking though here is to read the link I gave to understand the mechanics that are all ready here for us that many players might not even know how it works and come up with ways to solve some of the issues at hand without just throwing a base rate tax on cities that can not be changed in game to get a result. We all want the same thing here in the end and most of us want to be a part of this war that is taking place in game,
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  3. #163 Re: Player Cities Revamp - Part 1 
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    Quote Originally Posted by Nubius View Post
    UPDATE:

    We will be proceeding with the citizenship requirements as planned for ranks 1-4 - I am crunching some numbers on the current server loadout of rank 5 cities to see the impact with rank 5 requirements being 60 as planned or potentially halved to 50, but either way rank 5 will still increase to one or the other.

    The city maintenance fees as originally announced will not be going ahead - the revised figures posted by me recently are being reviewed by Staff and Senate at the moment and will likely be what is implemented instead. The Senate is also being asked to look at the merits and impacts of changing the inactive citizenship timeout from 90 days to a lower figure for inclusion in the next part of the update in March 2019.
    I think this is a bit disappointing. These fee changes were too low to begin with. I hope they're not off the table as this server already suffers from credits that aren't worth much. Please create some more credit sinks, one way or the other.
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