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Imagine day one you could be cruising across the barrens of a mildly populated planet on your speeder bike when all of a sudden you notice a beacon. You walk over to the beacon; click on it and you get a prompt,
<Would you like to construct an outpost here?>
You click yes and next thing you know the construction of an outpost begins, you get a base, landing pad and city hall building. You then get a prompt asking you to name your city. You can either pick from a preselected list or use your own pending approval.
<Congratulations you are now the founder of <insertnamehere>!
You can either choose a preselected name, or wait for a name approval process.
<A founders plaque has been placed in your honor.>
From this point on you are the mayor of this outpost. Now you need to set up defenses, and find some residents which won’t be hard since your outpost is now on the planetary game map.
Players will not be able to charge whatever they want, it will be based on the size of the lot you use, the height of your construction ect. Item storage number restrictions are only based on the structures predetermined capacity and not the land.
Anybody can move into the city as long as it’s aligned with your faction or set to neutral at the time you move in.
Residents will have to be prepared to pay taxes, if they fail to pay, their house will be removed from the land. All items and structures remain in your inventory.
Taxes can only be paid ahead for up to 3 months so no houses that can persist in the world for 4 years. You actually need to be playing the game to pay.
It’s like an npc city because it’s mostly persistent; it’s just run by players and can grow unlike an NPC city. Compare it to the sims, but on an MMO level.
Npc will move into the city as the city expands and offer more services for players.
These cities are tied directly to the story arc system on that planet. As the players within your city gather more construction recourses, trade more goods within the city, grow in population (player and NPC), and complete more quests for your faction on that planet, the cities level will grow. It’s an active, not passive system. As your cities level grows you will need to build more structures and take advantage of the services your level offers. If your city sucks, NPC will move out and you will loose levels and ranking as a mayor. There is also some upkeep involved, NPC will mess your city up. There is a recognition system, NPC will know you are tied to a city when you help them and it all effects whether your cities growth and infrastructure, even if they are in an NPC city or outpost.
Some cities will be predetermined open alignment set to neutral (which can be factionaly aligned and fought over). Some will be persistent Sith on Sith planets, others will be persistent Republic on Republic planets. This can actually chance as entire planets are won and lost in the war. First the planet will fall, then slowly the cities will as well. It will be harder to fight off the opposing faction due to them having a stronger presence there basically.
All cities can and will be attacked (no player structures will stay damaged after an attack) (skirmishes). No player houses can be affected at all. It’s all a points system, you will have to repair stuff, but the appearance will reset.
After neutral city is brought under the control of a faction, the opposing faction players can remain, but the NPC within the city will change, and may attack. No opposing faction players can move in until the city is brought under that faction’s control. There are no player neutral factions in TOR, so be wary. They can and will make you life hell and you might just want move out. These cities are part of the war. There are safe zones for people who want to stay out of the action, but only in the housing zones where now NPC will patrol. You can be attacked there though if one follows you in.
There can be opposing faction mayors in neutral cities, but this has no effect on the city alignment until a skirmish for control has been won or lost.
If a factionaly aligned city is attacked, it will effect the cities level, you will need to do lots of repairs, and it will affect the mayors level which will appear during election time. If you suck at your job, then don’t expect your fellow players to reelect you. You can also hire assistants (staff) to share some of the duties of running the city with, if you get canned, they go with you.
City names can be changed by votes, the founders plaque will always remain, as well as the names on the mayoral wall
No city can become a ghost town, if all the structures vanish from the world the city will reset, minus the mayoral wall and 1st founder plaque. After a new city is founded the player who founds it will be added to the founder’s plaque.
If the mayor never re runs for election and no one else runs for an election the position becomes open to anyone who moves into the city and elects themselves to be mayor. Basically you can take over the position.
I guess from a roll play standpoint you could add a drop ship to the location to set the city up for the first time. As for advancing the city status you could petition say the planetary government to expand your boundaries, or maybe it just comes in the form of a Holo message stating that your boundaries have automatically increased. The way your city level status increases is thru a leveling system like I said which is connected to the actions of the players within and outside the city.
As for Militia, that is factionaly aligned and as the city status level increases they get better defenses in the form of turrets, shield generators around the barracks area, camera monitoring systems and NPC support, droids ect. There should be a warning system for all residents of the city no mater where in TOR you are, so if your city is being attacked you will be notified. Heck, you could even take it a step further and allow the game to actually text you outside the game on your phone, or send you an email. xD