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Realistic incentives for City building

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On 4/13/2018 at 11:11 AM, Snipester said:

Governments and cities were formed for the sake of survival.

 

First and foremost, to provide for the common defense. Secondly, for economic reasons, particularly agriculture, as it allowed our societies to focus on things other than hunting and gathering, and later, it gave us a large concentration of jobs and ways to make a living.

 

So long as there is a present and real danger from outside forces, and a real economic need for players to be in cities, they will form.

 

The key word here is real. Artificial incentives likely won’t work, and making bases too easy to defend will diminish the incentive to congregate.

I agree you do not need to give a incentive to make groups they will happen naturally especially in a survival game

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On 5/1/2018 at 12:34 PM, Nanoman said:

Poor soul, one day us noble civilized beings shall bring to Antarctica the wonders of punctuation. And irony.

 

Just hang in there... :D

?

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On 4/12/2018 at 5:55 AM, Aaron Cain said:

This, i do not agree with. Any MMO i have played, even with voice chat has a need for social intereaction, people want to show their skins and emotes, and some more things in that field. Simply because being alone on the chat without seeing another avatar can get boring, feels more lonely then when you goof around between more players, and thats where the social factor will be present in any MMO. Build it And they will come. Why else is there already a few topics of people that want to be able to wave in game ;)

Regarding the need to socialize option.  It would be interesting if any voice chat options in game had a mode of location based proximity chat.  This would give a more RL need to congregate in the same area.  only being able to 'hear' someone if they are in range of your 'voice' per se.  Other methods to communicate could be used as well such as doing away with the location based voice range idea all together and using the 'anyone can talk to anyone' method like the various voice chats available today.

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Although you are necroposting the thing you say is a nice idea. It would be very nice to be able to use voice chat ingame. for alot of different reasons. Lets hope this is integrated at release :)

 

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Hey Guys,

 

I am an old mayor/architect from Star Wars Galaxies. Some things that I saw player cities being popular for in that game were as follows:

 

1. A physical representation of Player Associations (guilds) aligning. Many PA Halls would be in a city together and usually those players would congregate in that area and place there homes nearby.

 

2. City facilities and recources inaccessible or inconvenient to access through single player progression and gameplay. As your city leveled up you could get a bank, skill trainers, market access terminals, respawn location and eventually shuttle ports and spaceports. Rapid transportation and respawning was huge. This acted as a tie to the rest of the planet and eventually the rest of the solar system. 

 

3. Faction consolidation was also a big draw. If someone or a group of players were heavily into the Faction/PVP side of the game they could pool their resources and place bases and NPC defenders all around the city. These bases also provided places to get missions and  served the dynamic look and feel of the city. 

 

4. Wealth and power consolidation. Once your city had a decent number of residence you could have a actionable amount of money to put towards the progress of your city.  it gave your city the ability to jump ahead if used properly. When your city got ahead and you were the first to get a shuttle port in your area this meant that traffic would be going through your city to get to smaller cities in the area. This meant more people buying things in your city and a direct influence on the cities around you.  Thus wealth and power. 

 

Those are just the basics but the main thing that I hope DU has that SWG had but most games of this nature do not is systems that support non combat roles that are just as dynamic as combat roles. I loved that my only skills were Mayor/architect skills. Also in this game it has so much more potential in the aspect of scale and mass production of intricate objects and structures. Lean on that in my oppion. If I can place facilitiy hubs/cores and organize lots for people to build in I will be happy.  I saw a Power grid being suggested. I love that kind of detail from a gameplay dynamics position as long as it isn't unwieldy and tedious. A core unit or a set of linked core units that have a sphere of influence that is upgradable as your city progesses would be enough imo. I would love to discuss any of this further. This is how I want to play this game and I am happy to help make it a great experience. 

 

-Skylark

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I think when organizations have a certain territory locked down they'll want to rent out land (or buildings/hangars) to make money.

 

It would be in their interest to have services like markets and such to incentivise people to live there. If I was a miner I'd rather rent a hangar to store my stuff and ship and have the org take care of the security.

 

If a organization is successful in making money from a city from rent and taxes then other organizations will fall suit and compete. I think the leasing and selling of secure land will be a key driver in cities appearing and I'm sure the devs have other ideas to create incentives to make cities appear naturally.  

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On 4/12/2018 at 12:55 PM, Stig92 said:

The key to cities is having reason for people to gather in limited area. I think another major incentive for this would be security.

 

The first post mentioned raiders, warmongers and grief players and if one area can offer protection against this. This depends on the territory mechanisms. We know there are territory units with some level of protection, but not invulnerable. Cities might be supported if there were much more powerful (still not 100% invulnerable) protections, that were also much more expensive so they would only be built in few places where many players would contribute, size and energy needs would also affect this. The protection could also consist of several elements like, TU, shield generator etc.

 

I haven't played EVE, but I've heard it has citadels or something like that, which are shielded against attacks except for specific set times. Would some gameplay element like that work for cities?

 

This way we could have relatively few places with higher security than what any individual player or small organization could get anywhere outside the safe zone around arkship and as such these areas would be attractive. 

 

I also remember seeing a post on this forum suggesting some system where individual territory has some protection or status and if it is completely surrounded by claimed territory it can be elevated to different status or something like that. This would also be one way to increase the cost of the protection so number of these places would be low enough to gather enough players.

Close. What will really drive the construction of a city is Organizations. Particularly the large ones with >50 players. The leader picks the planet/moon and lays down a territory unit and the rest of the members lay down territory units adjacent to other members and suddenly, you have a sprawling city of bases, meeting places, space ports and residences (people love their residences). This may also drive an architectural council that may intervene if your neighbor raises a massive penis right next to your life's work.

Additionally, you could coordinate defenses across the whole organization as well. It all depends on what the PVP mechanisms look like.

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True words, but what if the planet you are on turns into a war zone, or what if you dont like planet life and want to be spaceborn? 

Indeed then you build a space city, it will be harder to pull off but it will be a test to the boundaries of DU, and isnt that what we are all here for?

The same things count for that, why even build one in space? and Why would people like to live there? well since syfy lovers seem to be atracted to places like Babylon 5,  battlestar galactica and all to many series based In space there must be a good reason to go there, and the best reason is Adventure and elevated Risk. there are more risks, thus higher rewards, more chances on PVP and more hings to explore. If DU delivers what it tells us having a Space city that can actually move will be so much more attractive than a static city on a planet where everything will be the same every day and where you wake up onder the same sky everyday. But well, thats my point of view and i cannot wait to start building it after release.

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Just wanted to pop in for my first post and bring something from my experience playing Eve Online. In Eve the farther out you went the more rare and expensive various items became. If you went to Jita you could find thousands of players and anything you could ever want all at the lowest prices. If you were out in the sticks you'd often have to make 10 jumps through hostile gates to get back and equip a replacement ship. The wise among us stocked up a personal base of operations in nearby "safe" stations but you would still eventually run dry and have to make the trek of shame.

 

On top of the "Jita effect" I can see various ship designers, coders, and arms manufactures taking up residence in various cities to build show rooms and dealerships. In Eve all the ships and modules were hard coded. In Dual Universe each product on the market will be something someone somewhere designed. I can see these two things, along with the inherent safety of having thousands of wealthy oligarchs selling weapons of mass destruction having a stake in the cities continued existence, leading to multiple massive player cities and various hubs and stations of all shapes and sizes.

 

I usually end up a low key weapons dealer and small ship manufacturer in these games so it's likely I'll spend most of my time out in some deeply hidden underground base of operations but no man is an island and even my feral self has to make a run to the city from time to time.

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Indeed,

What i do believe and i might be very wrong is that we need to rethink the whole city idea as being ground based.

With the possibility of an ever growing universe with organizations spreading far and wide the game might need moving cities in stead of solid cities on a planet that might be fully out of the loop after a few months/years. adding all these facilities to such a moving city might be a good incentive to join.

Just my vision.

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On 4/5/2019 at 1:17 PM, DecoyGoatBomb said:

Hey Guys,

 

I am an old mayor/architect from Star Wars Galaxies. Some things that I saw player cities being popular for in that game were as follows:

 

1. A physical representation of Player Associations (guilds) aligning. Many PA Halls would be in a city together and usually those players would congregate in that area and place there homes nearby.

 

2. City facilities and recources inaccessible or inconvenient to access through single player progression and gameplay. As your city leveled up you could get a bank, skill trainers, market access terminals, respawn location and eventually shuttle ports and spaceports. Rapid transportation and respawning was huge. This acted as a tie to the rest of the planet and eventually the rest of the solar system. 

 

3. Faction consolidation was also a big draw. If someone or a group of players were heavily into the Faction/PVP side of the game they could pool their resources and place bases and NPC defenders all around the city. These bases also provided places to get missions and  served the dynamic look and feel of the city. 

 

4. Wealth and power consolidation. Once your city had a decent number of residence you could have a actionable amount of money to put towards the progress of your city.  it gave your city the ability to jump ahead if used properly. When your city got ahead and you were the first to get a shuttle port in your area this meant that traffic would be going through your city to get to smaller cities in the area. This meant more people buying things in your city and a direct influence on the cities around you.  Thus wealth and power. 

 

Those are just the basics but the main thing that I hope DU has that SWG had but most games of this nature do not is systems that support non combat roles that are just as dynamic as combat roles. I loved that my only skills were Mayor/architect skills. Also in this game it has so much more potential in the aspect of scale and mass production of intricate objects and structures. Lean on that in my oppion. If I can place facilitiy hubs/cores and organize lots for people to build in I will be happy.  I saw a Power grid being suggested. I love that kind of detail from a gameplay dynamics position as long as it isn't unwieldy and tedious. A core unit or a set of linked core units that have a sphere of influence that is upgradable as your city progesses would be enough imo. I would love to discuss any of this further. This is how I want to play this game and I am happy to help make it a great experience. 

 

-Skylark

Great post. It gave me some ideas.

 

When they implement orgs in the game, they could do the following:

 

Each org gets an Organization Territory Unit and several organization static cores. Once that territory unit is placed, members above a certain rank can deploy and edit the static cores ONLY within that territory in close proximity. Them more members you have, the more cores the org gets (maybe even one per member?). If the org reaches a certain size, they get more territory units.

 

This would allow orgs to build bases/cities and create the clustering you talked about. They could also get a lot of the other benefits you mentioned. Maybe they train skills faster when inside the territory/ base? That kind of thing would work.

 

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